--- obsidianUIMode: preview cssclasses: json5e-monster tags: - compendium/src/5e/mm - monster/size/large - monster/type/fiend/devil aliases: ["Pit Fiend"] --- # Pit Fiend *Source: SRD / Basic Rules* ```ad-statblock title: Pit Fiend ![](compendium/bestiary/fiend/token/pit-fiend.png#token) *Large fiend (devil), Lawful Evil* - **Armor Class** 19 (natural armor) - **Hit Points** 300 (`24d10 + 168`) - **Speed** 30 ft., fly 60 ft. |STR|DEX|CON|INT|WIS|CHA| |:---:|:---:|:---:|:---:|:---:|:---:| |26 (+8)|14 (+2)|24 (+7)|22 (+6)|18 (+4)|24 (+7)| - **Proficiency Bonus** +6 - **Saving Throws** Dexterity +8, Constitution +13, Wisdom +10 - **Skills** ⏤ - **Senses** truesight 120 ft., passive Perception 14 - **Damage Resistances** cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered - **Damage Immunities** fire, poison - **Condition Immunities** poisoned - **Languages** Infernal, telepathy 120 ft. - **Challenge** 20 ## 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](rules/conditions.md#incapacitated). On a failed save, the creature is [frightened](rules/conditions.md#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. ***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. ***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](compendium/spells/detect-magic.md), [fireball](compendium/spells/fireball.md) **3/day each**: [hold monster](compendium/spells/hold-monster.md), [wall of fire](compendium/spells/wall-of-fire.md) ## Actions ***Multiattack.*** The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail. ***Bite.*** *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](rules/conditions.md#poisoned). While [poisoned](rules/conditions.md#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](rules/conditions.md#poisoned) target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. ***Claw.*** *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 17 (`2d8 + 8`) slashing damage. ***Mace.*** *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 15 (`2d6 + 8`) bludgeoning damage plus 21 (`6d6`) fire damage. ***Tail.*** *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 24 (`3d10 + 8`) bludgeoning damage. ``` ^statblock