Pit Fiend ~~~~~~~~~ .. https://stackoverflow.com/questions/11984652/bold-italic-in-restructuredtext .. raw:: html .. role:: bi :class: bolditalic *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) | +-----------+-----------+-----------+-----------+-----------+-----------+ **Saving Throws** Dex +8, Con +13, Wis +10 **Damage Resistances** cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered **Damage Immunities** fire, poison **Condition Immunities** :ref:`poisoned` **Senses** truesight 120 ft., passive Perception 14 **Languages** Infernal, telepathy 120 ft. **Challenge** 20 (25,000 XP) .. index:: frightened; by pit fiend aura :bi:`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 :ref:`incapacitated`. On a failed save, the creature is :ref:`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. :bi:`Magic Resistance`. The pit fiend has advantage on saving throws against spells and other magical effects. :bi:`Magic Weapons`. The pit fiend's weapon attacks are magical. :bi:`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* Actions ^^^^^^^ :bi:`Multiattack`. The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail. .. index:: poisoned; by pit fiend bite :bi:`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 :ref:`poisoned`. While :ref:`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 :ref:`poisoned` target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. :bi:`Claw`. *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 17 (2d8 + 8) slashing damage. :bi:`Mace`. *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 15 (2d6 + 8) bludgeoning damage plus 21 (6d6) fire damage. :bi:`Tail`. *Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 24 (3d10 + 8) bludgeoning damage.