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Set a level on the left and strike the seal to forge your first character.
Set a level on the left and strike the seal to forge your first character.
Pick a threat tier on the left and strike the seal to summon your first monster.
Set a level and hoard size on the left, then strike the seal to crack it open.
Set your party's details on the left, then strike the seal to spring the trap.
Set the size, wealth and type on the left, then strike the seal to raise a settlement.
CR 20 (25,000 XP), Large fiend (devil), Lawful Evil
Saving Throws Dex +8, Con +13, Wis +10
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Immunities fire, poison; poisoned
Senses truesight 120 ft., passive Perception 14
Languages Infernal, telepathy 120 ft.
Legendary Resistance (3/Day). If the pit fiend fails a saving throw, it can choose to succeed instead.
Magic Resistance. The pit fiend has advantage on saving throws against spells and other magical effects.
Fear Aura. Any creature hostile to the pit fiend that starts its turn within 20 feet of it must succeed on a DC 21 Wisdom save, unless the pit fiend is incapacitated, or become frightened until the start of its next turn. A creature that succeeds is immune to this aura for 24 hours.
Innate Spellcasting. The pit fiend’s spellcasting ability is Charisma (spell save DC 21). It can innately cast the following spells, requiring no material components: at will: detect magic, fireball; 3/day each: hold monster, wall of fire.
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, and the target must save or take 21 (6d6) poison damage and become poisoned for a time.
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.
How hard a fight? Against a party of four, a single pit fiend is deadly at levels 1–14, hard at levels 15–17 and medium at levels 18–20. Add allies or more foes in the encounter generator.
Where you'll find it: other planes.
Story hooks
Similar creatures: Amnizu.
D&D 5e, 2014 rules. Includes material from the System Reference Document 5.1 by Wizards of the Coast LLC, available under the Creative Commons Attribution 4.0 License. Fantasy Portal is unofficial Fan Content, not approved or endorsed by Wizards.