SRD 5.1 SRD 5.1 (current printing)

SRD 5.2 SRD 5.2.1

Pit Fiend

Large Fiend, Lawful Evil

Armor Class 19 (natural)

Hit Points 300 (24d10 + 168)

Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
() () () () () ()
Saving Throws
, ,
Damage Resistances
Cold
Damage Immunities
Fire, Poison
Condition Immunities
Poisoned
Senses
truesight 120 ft., passive perception 14
Languages
Infernal, telepathy 120 ft.
Challenge
2 (25,000 XP)

Traits

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.
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

The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail.
Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: . 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 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.
Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: .
Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: .
Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: .

DM Options: Monster Talents adds Talents to this creature. View

Monster Weaknesses adds Weaknesses to this creature. View

Monster Loot: Monster Manual adds Loot to this creature. View

Home-Field Advantage adds Lair Actions to this creature. View

Monster Loot: Baldur's Gate: Descent into Avernus adds Loot to this creature. View

Monster Loot: Waterdeep: Dungeon of the Mad Mage adds Loot to this creature. View

Official miniatures

Pre-painted minis of this creature, catalogued from minisgallery.com.

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