{"name":"Pit Fiend","cr":"20 (25,000 XP)","types":"Fiend (Devil)","size":"Large","languages":"Infernal, telepathy 120 ft.","alignment":"Lawful Evil","description":"","suggestedenvironment":"","ac":"19 (natural armor)","hitpoints":"300 [roll:24d10 + 168]","strength":"26","dexterity":"14","constitution":"24","intelligence":"22","wisdom":"18","charisma":"24","movement":"30","fly":"60","hover":"","burrow":"","swim":"","climb":"","senses":"truesight 120 ft., passive Perception 14","skills":"","savingthrows":"Dex +8, Con +13, Wis +10","damagevulnerabilities":"","damageresistances":"cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren\u2019t silvered","damageimmunities":"fire, poison","conditionimmunities":"Poisoned","spellcasting":"The pit fiend\u2019s spellcasting ability is Charisma (spell save DC 21). The pit fiend can innately cast the following spells, requiring no material components:","atwill":"[i]detect magic[\/i], [i]fireball[\/i]","onceperday":"","twiceperday":"","thriceperday":"[i]hold monster[\/i], [i]wall of fire[\/i]","specialabilities":"[b][i]Fear Aura.[\/i][\/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\u2019s saving throw is successful, the creature is immune to the pit fiend\u2019s Fear Aura for the next 24 hours.\r\n[br]\r\n[br]\r\n[b][i]Magic Resistance.[\/i][\/b] The pit fiend has advantage on saving throws against spells and other magical effects.\r\n[br]\r\n[br]\r\n[b][i]Magic Weapons.[\/i][\/b] The pit fiend\u2019s weapon attacks are magical.","actions":"[b][i]Multiattack.[\/i][\/b] The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail.\r\n[br]\r\n[br]\r\n[b][i]Bite.[\/i][\/b] [i]Melee Weapon Attack:[\/i] +14 to hit, reach 5 ft., one target. [i]Hit:[\/i] 22 [roll: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\u2019t regain hit points, and it takes 21 [roll: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.\r\n[br]\r\n[br]\r\n[b][i]Claw.[\/i][\/b] [i]Melee Weapon Attack:[\/i] +14 to hit, reach 10 ft., one target. [i]Hit:[\/i] 17 [roll:2d8 + 8] slashing damage.\r\n[br]\r\n[br]\r\n[b][i]Mace.[\/i][\/b] [i]Melee Weapon Attack:[\/i] +14 to hit, reach 10 ft., one target. [i]Hit:[\/i] 15 [roll:2d6 + 8] bludgeoning damage plus 21 [roll:6d6] fire damage.\r\n[br]\r\n[br]\r\n[b][i]Tail.[\/i][\/b] [i]Melee Weapon Attack:[\/i] +14 to hit, reach 10 ft., one target. [i]Hit:[\/i] 24 [roll:3d10 + 8] bludgeoning damage.","reactions":"","legendaryactions":"","lairdescription":"","lairactions":"","regionaleffects":"","image":"","tabledata":"","tags":"devil","templateId":"21"}