Kassoon

Pit Fiend

Pit Fiend

Large fiend (devil), Lawful EvilLarge fiend (devil), Lawful Evil
Armor Class 19 (natural armor)19 (natural armor)
[~<13]
+/-/*
Hit Points 300 (24d10+168)300 ([24d10+168])
[~1-6]
Speed 30 ft., fly 60 ft.30 ft., fly 60 ft.

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

Token URL:
Saving Throws Dex +8, Con +13, Wis +10 Dex [+8], Con [+13], Wis [+10]
Skills
Damage Vulnerabilities
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Damage Immunities fire, poison
Condition Immunities poisoned poisoned
Senses truesight 120 ft., passive Perception 14truesight 120 ft., passive Perception 14
Languages Infernal, telepathy 120 ft.Infernal, telepathy 120 ft.
PB +6
Challenge 20 (25,000 XP)

[+instructions]

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:




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.

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.

[b]Innate Spellcasting.[/b] 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: [spell]detect magic[/spell], [spell]fireball[/spell]
[*]3/day: [spell]hold monster[/spell], [spell]wall of fire[/spell]
[b]Fear Aura.[/b] 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. [b]Magic Resistance.[/b] The pit fiend has advantage on saving throws against spells and other magical effects. [b]Magic Weapons.[/b] The pit fiend's weapon attacks are magical.

Actions

[~Hit +2, DC <13, DPR 0-1]

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. 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. 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.

[b]Multiattack.[/b] The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail. [b]Bite.[/b] 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. [b]Claw.[/b] Melee Weapon Attack: [+14] to hit, reach 10 ft., one target. Hit: 17 ([2d8 + 8]) slashing damage. [b]Mace.[/b] Melee Weapon Attack: [+14] to hit, reach 10 ft., one target. Hit: 15 ([2d6 + 8]) bludgeoning damage plus 21 ([6d6]) fire damage. [b]Tail.[/b] Melee Weapon Attack: [+14] to hit, reach 10 ft., one target. Hit: 24 ([3d10 + 8]) bludgeoning damage.

Legendary Actions

 

Details

 
Source Monster Manual pg 77
 
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Monster Statistics by Challenge Rating

CRProf. BonusACHPAttack BonusDamage / RoundSave DC
0+2<131-6<+30-1<13
1/8+2137-35+32-313
1/4+21336-49+34-513
1/2+21350-70+36-813
1+21371-85+39-1413
2+21386-100+315-2013
3+213101-115+421-2613
4+214116-130+527-3214
5+315131-145+633-3815
6+315146-160+639-4415
7+315161-175+645-5015
8+316176-190+751-5616
9+416191-205+757-6216
10+417206-220+763-6816
11+417221-235+869-7417
12+417236-250+875-8017
13+518251-265+881-8618
14+518266-280+887-9218
15+518281-295+893-9818
16+518296-310+999-10418
17+619311-325+10105-11019
18+619326-340+10111-11619
19+619341-355+10117-12219
20+619356-400+10123-14019
21+719401-445+11141-15820
22+719446-490+11159-17620
23+719491-535+11177-19420
24+719536-580+12195-21221
25+819581-625+12213-23021
26+819626-670+12231-24821
27+819671-715+13249-26622
28+819716-760+13267-28422
29+919761-805+13285-30222
30+919806-850+14303-32023

Damage Severity by Level

LevelSetbackDangerousDeadly
1-41d102d104d10
5-102d104d1010d10
11-164d1010d1018d10
17-2010d1018d1024d10

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