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Pit Fiend

Large · Fiend · CR 20 · Lawful Evil

Source. 5e 2014 Rules
Armor Class
19 (natural armor)
Hit Points and Hit Dice
300 (24d10+168)
Challenge Rating CR
20

Ability Scores

Core attributes and their modifiers.

STR
26
+8
DEX
14
+2
CON
24
+7
INT
22
+6
WIS
18
+4
CHA
24
+7

Overview

Category Monsters
Subcategory Devils
Size Large
Type Fiend
Alignment Lawful Evil
XP 25000
Initiative Bonus +2

Movement

Walk 30 ft (9.1 m)
Fly 60 ft (18.3 m)
Swim 15 ft (4.6 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Truesight 120 ft (36.6 m)
Passive Perception 14

Saving Throws

Dexterity +8 Constitution +13 Wisdom +10

Languages

Infernal, telepathy 120.0 ft (36.6 m).

Resistances & Immunities

Damage Immunities
fire, poison
Damage Resistances
cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Condition Immunities
poisoned

Environments

Hell

Traits

Fear Aura

Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a DC 21 Wisdom saving throw, unless the pit fiend is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the pit fiend's Fear Aura for the next 24 hours.

Innate Spellcasting

The pit fiend's spellcasting ability is Charisma (spell save DC 21). The pit fiend can innately cast the following spells, requiring no material components:
At will: detect magic, fireball
3/day each: hold monster, wall of fire

Magic Resistance

The pit fiend has advantage on saving throws against spells and other magical effects.

Magic Weapons

The pit fiend's weapon attacks are magical.

Actions

Bite

Cost 1

+14 to hit, reach 5 ft (1.5 m). Hit: 4d6 thunder damage.

Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) piercing damage. The target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Claw

Cost 1

+14 to hit, reach 10 ft (3 m). Hit: 2d8 thunder damage.

Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage.

Mace

Cost 1

+14 to hit, reach 10 ft (3 m). Hit: 2d6 thunder damage.

Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage plus 21 (6d6) fire damage.

Multiattack

Cost 1

The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail.

Tail

Cost 1

+14 to hit, reach 10 ft (3 m). Hit: 3d10 thunder damage.

Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage.

About Pit Fiend

Pit Fiend is a large fiend with a Challenge Rating of 20. It has a lawful evil alignment.

In combat, this creature maintains an Armor Class of 19 and possesses 300 hit points (derived from 24d10+168).

Pit Fiend has communication capabilities including Infernal, telepathy 120 ft.. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Pit Fiend

3 tips available

When using Pit Fiend in your D&D 5e campaign, consider these tactical approaches:

  • Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
  • Fire Damage Mitigation: This creature deals fire damage. Advise players to have fire resistance ready or use water-based tactics. Consider environmental fire hazards that could backfire on the creature.
  • Telepathic Communication: This creature can communicate telepathically, making it excellent for coordination with allies. Silence spells won't stop its communication. Consider 'Mind Blank' or abilities that block telepathy.

Player Guide: Facing Pit Fiend

3 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
  • Fire Damage Protection: This creature deals fire damage! Get fire resistance from spells like 'Resistance' or potions. Avoid fighting near flammable objects. Water spells can counter fire attacks.
  • Telepathy Awareness: This creature communicates telepathically! It can coordinate with allies silently. Silence won't stop it. Use 'Mind Blank' or abilities that block telepathy. Be cautious of mental attacks.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 20.

High-Level Solo Encounter:

This creature is too powerful for a single level-20 character. You need 2.0 character(s) at maximum level (20) to face this creature.

Experience Point Thresholds:

  • Medium: 42,000 XP
  • Hard: 63,000 XP
  • Deadly: 84,000 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Pit Fiend?
Pit Fiend has a Challenge Rating of 20, making it appropriate for parties of level 20.0.
What type of creature is Pit Fiend?
Pit Fiend is a Large Fiend, which affects how certain spells and abilities interact with it.
What languages does Pit Fiend speak?
Pit Fiend can communicate in Infernal, telepathy 120 ft..

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