Large fiend, lawful evil
- Armor Class
- 19 (natural armor)
- Hit Points
- 300 (24d10 + 168)
- Speed
- fly 60 ft., 30 ft.
- Challenge
- 20 (25,000 XP)
- Saving Throws
- Con +13, Dex +8, Wis +10
- Damage Resistances
- cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered
- Damage Immunities
- fire; poison
- Condition Immunities
- poisoned
- Senses
- truesight 120 ft., passive Perception 14
- Languages
- Infernal, telepathy 120 ft.
Traits
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.
The pit fiend has advantage on saving throws against spells and other magical effects.
The pit fiend's weapon attacks are magical.
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: +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.
Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage.
Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage plus 21 (6d6) fire damage.
Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage.
The devil chooses what to summon and attempts a magical summoning.
A pit fiend summons 2d4 bearded devils, 1d4 barbed devils, or one erinyes with no chance of failure.
A summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other devils. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
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: