Pit Fiend

Large / fiend (Devil) / Lawful Evil / CR 20

Armor Class19
Hit Points300 (24d10 + 168)
Speed30 ft, fly 60 ft
Challenge20
Proficiency+6
STR26+8
DEX14+2
CON24+7
INT22+6
WIS18+4
CHA24+7
Saving Throws

Dexterity +8, Constitution +13, Wisdom +10

Initiative

+2

Senses

Truesight 120 ft

Languages

Infernal

Damage resistances

Cold, Bludgeoning, Piercing, Slashing From Attacks That Aren'T Magical Or Silvered

Damage immunities

Fire, Poison

Condition immunities

Poisoned

Traits

Fear Aura

special

Any creature hostile to the pit fiend that starts its turn within 20 ft. 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

Multiattack

action

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

Bite

action

Melee Weapon Attack: +14 to hit, reach 5 ft.. 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

action

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

Mace

action

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

Tail

action

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

Prepared Spells

Detect Magic, Fireball, Hold Monster, Wall Of Fire

Referenced spells