AC 19 (natural armor)
HP 600 (48d10 + 336; bloodied 300)
Speed 30 ft., fly 60 ft.
Proficiency +6; Maneuver DC 22
Saving Throws Dex +9, Con +13, Int +12, Wis +10, Cha +13
Skills Athletics +14, Insight +10, Perception +10
Damage Resistances cold; damage from nonmagical, non-silvered weapons
Damage Immunities fire, poison
Condition Immunities poisoned
Senses truesight 120 ft., passive Perception 21
Languages Infernal, telepathy 120 ft.
Fear Aura. A creature hostile to the pit fiend that starts its turn within 20 feet of it makes a DC 18 Wisdom saving throw . On a failure, it is frightened until the start of its next turn. On a success, it is immune to this pit fiend’s Fear Aura for 24 hours.
Innate Spellcasting. The pit fiend’s spellcasting ability is Wisdom (spell save DC 18). It can innately cast the following spells, requiring no material components:
At will: detect magic , fireball
3/day each: hold monster , sending
Lawful Evil. The pit fiend radiates a Lawful and Evil aura.
Magic Resistance. The pit fiend has advantage on saving throws against spells and magical effects.
Elite Recovery. At the end of each of its turns while bloodied, the pit fiend ends one negative effect currently affecting it. It can do so as long as it has at least 1 hit point, even while unconscious or incapacitated .
Reactive. The pit fiend can take a reaction on each creature’s turn.
ACTIONS
Multiattack. The pit fiend attacks with its bite and mace.
Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) piercing damage. If the target is a creature, it makes a DC 20 Constitution saving throw . On a failure, it is poisoned for 1 minute. While poisoned in this way, the target can’t regain hit points and takes 21 (6d6) ongoing poison damage at the start of each of its turns. The target can repeat this saving throw at the end of each of its turns, ending the effect on a success.
Mace. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) bludgeoning damage plus 21 (6d6) fire damage. If the target is a Medium or smaller creature, it makes a DC 22 Strength saving throw . On a failure, it is pushed 15 feet away from the pit fiend and knocked prone .
Circle of Fire (1/Day, While Bloodied). A 15-foot-tall, 1-foot-thick, 20-foot-diameter ring of fire appears around the pit fiend, with the pit fiend at the center. The fire is opaque to every creature except the pit fiend. When the ring of fire appears, each creature it intersects makes a DC 18 Dexterity saving throw , taking 22 (5d8) fire damage on a failed save or half damage on a successful one. A creature takes 22 (5d8) damage the first time each turn it enters the area or when it ends its turn there. The fire lasts 1 minute or until the pit fiend dismisses it, becomes incapacitated , or leaves its area.
Fireball (3rd-Level; V, S). Fire streaks from the pit fiend to a point within 120 feet and explodes in a 20-foot radius, spreading around corners. Each creature in the area makes a DC 18 Dexterity saving throw , taking 21 (6d6) fire damage on a failed save or half damage on a success.
Hold Monster (5th-Level; V, S, Concentration). A creature within 60 feet that the pit fiend can see makes a DC 18 Wisdom saving throw . On a failure, it is paralyzed for 1 minute. The creature repeats the save at the end of each of its turns, ending the effect on a success.
BONUS ACTIONS
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one creature. Hit: 19 (2d10 + 8) slashing damage, and the target is grappled (escape DC 22). While the target is grappled, the pit fiend can’t use its claw against a different creature.
Tail. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage.
REACTIONS
The pit fiend has the following reactions, which it can use only while bloodied:
Vengeful Strike. When the pit fiend is hit by a melee attack on any turn but its own, it makes a claw or tail attack against the attacker.
Fireball. When the pit fiend is damaged by an area spell cast by a creature within 120 feet that it can see, it uses Fireball , centering the fireball on the caster of the triggering spell.
Hold Monster. When the pit fiend is hit by a ranged melee or spell attack, it uses
Hold Monster
on the attacker.
Combat
The pit fiend general prefers to bite opponents that haven’t yet been poisoned . If three or more enemies are gathered together, it may instead use Fireball .
For its bonus action, the pit fiend general attacks with its tail unless it’s near a weak melee attacker, in which case it grapples with its claw.
When the pit fiend general is bloodied, it flies to the nearest ranged attacker and uses Circle of Fire, which blocks line of sight for many enemies and prevents creatures from easily escaping it. While fighting in the circle, it uses its Mace attack to push opponents through the flames, forcing them to take even more damage if they run back through the flames to reach the pit fiend general.
Devil Names
Abathon, Alashel, Arcaxes, Asardel, Atha-Xul, Barashiel, Bel Nakari, Beleth, Besthelias, Bethegar, Brimstone, Calderax, Cenereth, Damaceus, Decimeth, Demedal, Elthodrath, Gethen, Glibris, Gur-Toras, Heleph, Ibaris, Kamien, Kush, Lorza, Machem, Maethiel, Meltis, Nensis, Silithis, Thaxes, Turel, Vish-Alatith, Zethayn, Zir
Legends and Lore
With an Arcana or Religion check, characters can learn the following:
DC 10 Many scholars believe that devils are angels that fell from grace. When touched by evil, mortal souls may transform into devils, as well.
DC 15 Neither fire nor poison harms a devil, and even magical darkness doesn’t impede a devil’s vision. They are supernaturally resistant to mundane damage, although magical and silvered weapons wound them normally.
DC 20 Though irredeemably evil, devils can be bargained with at the bargainer’s peril. They generally keep their word.
Belethias is the general of the elite First Legion of Hell. In every infernal war, Belethias leads the charge against demonic hordes and angelic hosts alike. Despite having the power to do so, Belethias never seeks to displace one of the existing rulers of Hell. It has its eye on a greater prize: the annexation of the Material Plane as a new circle of Hell, with Belethias as its ruler.
1 Whispering poison into a mortal’s ear
2 Engaging the pious in philosophical debate, so as to sow doubt
3 Offers the party the information they seek, for a price
4 Indulging pleasures of the flesh: enjoying a meal, listening to music, flirting with mortals
5 Hunting a mortal who defaulted on a deal
6 Imprisoned by ancient runes and seals; can’t leave its current general area
7 Guarding or otherwise serving a summoner
8 Guarding a sinister treasure, such as a forbidden book or cursed weapon
Wilderness and Underground Signs
1 A shrine to an archdevil, lit with black candles
2 Footprints, strangely warm to the touch
3 A waft of brimstone at a lonely crossroads
4 The remains of a humanoid who was clearly tortured to death
Settlement Signs
1 Statues of saints crying blood
2 Church bells magically fall silent
3 An infernal contract, as yet unsigned
4 Animals gather in large numbers, become aggressive, or die unexpectedly
Most devils are imprisoned in Hell but some are loosed upon the world by wicked spellcasters.
CR 3–4 bearded devil ; 2 lemure bands ; imp leading lemure band
CR 5–10 1 or 2 barbed devils ; bone devil ; chain devil ; 2 or 3 bearded devils ; bearded devil , barbed devil , or night hag leading 2 lemure bands
Treasure a silver cup etched with a blasphemous word (the first three times the word is spoken, the cup fills with a greater healing potion ; the fourth time, the cup breaks)
CR 11–16 horned devil , erinyes , ice devil , or chained one , possibly with 1 or 2 lemure bands ; 3 barbed devils ; barbed devil with 3 bearded devils
Treasure signed infernal contract that frees an evil soul from Hell if destroyed, manual of quickness of action
CR 17–22 pit fiend ; bone devil , chain devil , horned devil , erinyes , or ice devil with 3 bearded devils ; erinyes with 1d6 + 3 harpies ; chain devil with chained one
Treasure 3 rubies (5,000 gp each), spell scrolls of magic circle and raise dead , rope of entanglement
CR 23–30 pit fiend with 1 to 3 bearded devils or hell hounds ; 4 bearded devils or barbed devils with bone devil , chain devil , or horned devil ; 2 erinyes or ice devils ; ice devil with 1d4 + 2 winter wolves
Treasure 1,300 pp, 2 potions of flying , 3 trident (named Artifice; acts as a hat of disguise but the trident can’t be disguised)
CR 31+ Pit Fiend General , possibly with 1d4 + 2 emure bands or bearded devils ; pit fiend with 3 or 4 barbed devils ; 3 or 4 erinyes
Treasure gold and ruby scepter (25,000 gp), forbidden book with gold and diamond binding (25,000 gp), 13 star rubies (1,000 gp each), spell scroll of gate , animated shield , deck of many things
Fiends are evil-aligned creatures from Hell, the Abyss, and other cursed realms. Most fiends are demons and devils, each of which have their own subtypes and hierarchies. Some fiends, such as hell hounds , are neither demons nor devils.