Dexterity +8, Constitution +13, Wisdom +10
Truesight 120 ft
Infernal
Bludgeoning, Cold, Piercing, Slashing
Fire, Poison
Poisoned
Traits
Fear Aura
Any creature hostile to the Pit Fiend that starts its turn within of the Pit Fiend must make a 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 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 Pit Fiend, 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
The Pit Fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail.
Bite
+14 to hit, range 5 ft. Hit: 22 (4d6 + 8) piercing damage. The target must succeed on a saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 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
+14 to hit, range 10 ft. Hit: 17 (2d8 + 8) slashing damage.
Mace
+14 to hit, range 10 ft. Hit: 15 (2d6 + 8) bludgeoning damage.
Tail
+14 to hit, range 10 ft. Hit: 24 (3d10 + 8) bludgeoning damage.
Prepared Spells
Detect Magic, Fireball, Hold Monster, Wall Of Fire