Pit Fiend
Pit fiends run the standing forces of a layer of the Hells. They negotiate on behalf of an archdevil, enforce the outcome, and keep the accounts. Every contract of any size that reaches the Prime Plane has passed one of them.
- Physiology
- Fiend
- Size
- Large
- Speed
- 30 ft., fly 60 ft.
- Armor class
- 20 (infernal plate)
- Hit points
- 225 (18d10 + 126)
- Proficiency
- +5
- STR 26 +8 save +8
- DEX 16 +3 save +8
- CON 24 +7 save +12
- INT 20 +5 save +5
- WIS 18 +4 save +9
- CHA 22 +6 save +11
- Skills
- Deception +11 , Insight +9 , Intimidation +11
- Passive Perception
- 14
- Senses
- truesight 120 ft., telepathy 120 ft.
- Languages
- Netherspeech, Common
- Damage resistances
- cold, bludgeoning, piercing, slashing
- Damage immunities
- fire, poison
- Condition immunities
- poisoned , charmed , frightened
- Found in
- The Nine Hells
Equipment
Spells
Channels with CHA. Save DC 19, spell attack +11 .
A pit fiend casts only where the terms of a standing bargain permit it, and on the record.
- At will Detect Evil and Good , Fireball , Hold Monster , Detect Thoughts
- 3/day each Wall of Fire , Dispel Magic
- 1/day each Hold Monster , Planar Ally
Traits
-
Legendary Resistance
Three times per day, when it fails a saving throw, it may choose to succeed instead.
-
Fear Aura
Each hostile creature that starts its turn within 20 feet must save or be Frightened until the end of its turn.
-
Rift Resistance
Has advantage on saving throws against spells and other rift effects.
Actions
-
Infernal Maul
+13 to hit · Maul · reach 10 ft.
4d6 + 8 bludgeoning damage
Three attacks. A creature hit by two or more in a turn is branded until it finishes a long rest; while branded it cannot lie to the pit fiend and every fiend can see the mark.
-
Terms of the Layer
DC 19 Charisma save
One creature within 60 feet takes 12d8 psychic damage on a failed save, or half as much on a success. On a failure it also cannot willingly move away from the pit fiend until the end of its next turn.
-
Refuse the Release Reaction
DC 19 Charisma save
When a creature within 60 feet casts a spell or takes an action that would free a creature from a bargain the pit fiend holds, the creature makes a Charisma saving throw. On a failure the action fails and is spent.
-
Wing Attack Legendary
DC 21 Dexterity save
The pit fiend beats its wings. Each creature within 15 feet makes a Dexterity saving throw or takes 3d6 bludgeoning damage and is pushed 10 feet.
-
Read the Ledger Legendary
The pit fiend names one unsettled debt of a creature it can see. That creature has disadvantage on its next saving throw against the pit fiend.
-
Call the Legion Legendary
Costs two legendary actions. One fiend of PR 6 or lower arrives within 30 feet and acts on the pit fiend's initiative.