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Pit Fiend (Black Flag)

Size
Large
Type
Fiend
Challenge Rating
20
Source
Black Flag SRD
Armor Class
19
Speeds
30, fly 60
Walking Speed
30
Flying Speed
60
Strength Score
26
Dexterity Score
26
Constitution Score
36
Intelligence Score
22
Wisdom Score
30
Charisma Score
24
Vision
True Sight (120ft)
Languages Ref
Infernal,telepathy 120 ft.
Hit Points
323
Languages
Infernal, Telepathy (120ft)

Large fiend (Devil)


Armor Class 19 (natural armor)

Hit Points 323

Speed 30 ft., fly 60 ft.


STR
26 (+8)
DEX
26 (+8)
CON
36 (+13)
INT
22 (+6)
WIS
30 (+10)
CHA
24 (+7)

Damage Resistances Devilish Resilience

Damage Immunities charmed,frightened,Devilish Resilience

Senses truesight 120 ft.

Languages Infernal,telepathy 120 ft.

Challenge 20 (25,000 XP)

Aura of the Devil Lord. Each hostile creature that starts its turn within 20 feet of the pit fiend must succeed on a DC 21 WIS save or be frightened until the start of its next turn. Each friendly devil within 20 feet of the pit fiend is immune to the charmed and frightened conditions and has advantage on the first attack roll it makes on each of its turns.

Devilish Resilience. The devil is resistant to cold damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks. In addition, it is immune to fire damage and poison damage and to the poisoned condition.

Flaming Weapons. The pit fiend's weapon attacks are magical. When the fiend hits with any weapon, the weapon deals an extra 4d6 fire damage (included in the attack).

Magic Resistance. The pit fiend has advantage on saves against spells and other magical effects.

Actions

Multiattack. The pit fiend makes one Bite attack, one Gore attack, one Mace attack, and one Tail attack, or it makes four Hurl Flame attacks. If two Hurl Flame attacks hit one creature, each creature within 10 feet of the target must make a DC 21 DEX save as the fire bursts outward from the target, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.

Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (4d6+8) piercing damage plus 14 (4d6) fire damage and 13 (3d8) poison damage. The target must succeed on a DC 21 CON save or be poisoned. While poisoned in this way, the target can't regain HP. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success.

Gore. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (2d8+8) piercing damage plus 14 (4d6) fire damage.

Mace. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6+8) bludgeoning damage plus 14 (4d6) fire damage.

Tail. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 24 (3d10+8) bludgeoning damage plus 14 (4d6) fire damage, and the target must succeed on a DC 21 STR save or be knocked prone.

Hurl Flame. Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 25 (6d6+4) fire damage.

Stat block from Black Flag SRD by Kobold Press, used under the ORC License. It is not Geminaea material. See Legal.