Want printable stat cards for Pit Fiend and 300+ more creatures? Browse the Monster Cards bundle →
Large fiend · CR 20

Pit Fiend

Armor Class19
Hit Points300 (24d10+168)
Speed30 ft., fly 60 ft.
ChallengeCR 20 (25,000 XP)
STR
26
(+8)
DEX
14
(+2)
CON
24
(+7)
INT
22
(+6)
WIS
18
(+4)
CHA
24
(+7)
Saving ThrowsDEX +8, CON +13, WIS +10
Resistancescold, bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
Immunitiesfire, poison
Cond. ImmunePoisoned
Sensestruesight 120 ft., passive Perception 14
LanguagesInfernal, telepathy 120 ft.
Special Abilities
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
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. 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 poisoned. While 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 poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage.
Mace. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage plus 21 (6d6) fire damage.
Tail. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage.

Running Pit Fiend in an encounter

As a CR 20 threat worth 25,000 XP, Pit Fiend is a fair challenge for a party of four at a comparable level. With no legendary actions it works best in numbers or paired with support, where its CR 20 rating won't be burned down in a single round. Use the XP value with the encounter builder to slot it into a balanced fight.

From the shop

Printable Monster Cards

Every creature as a printable stat card with tokens and standees, so you can run Pit Fiend without flipping through a book.

Browse Monster Cards on Etsy →

Frequently asked questions

Related monsters

All monsters →

Free tool

Encounter builder
Build balanced encounters by party level and difficulty.