Mezrumon the Arch-Demonby kineticflow
Pit Fiend General
Champion Large fiend (devil), lawful evil
Armor Class 21/23 (natural armor/with shield)
Hit Points 408 (24d10 + 168; bloodied 204)
Speed 40 ft., fly 80 ft.
STR | DEX | CON | INT | WIS | CHA |
24 (+7) | 17 (+3) | 24 (+7) | 23 (+6) | 20 (+5) | 24 (+7) |
Savings Throws Str +14, Dex +9, Con +13, Wis +11
Skills Athletics +14, Perception +11, Persuasion +13, Religion +12
Damage Resistances cold
Damage Immunities fire, poison; bludgeoning, piercing, and slashing that is nonmagical and is not adamantine or silvered
Condition Immunities exhaustion, poisoned
Senses truesight 180 ft., passive Perception 20
Languages Infernal, telepathy 120 ft.
Challenge 20 (37,500 champion XP)
Proficiency Bonus +6
Fear Aura. Any creature hostile to the pit fiend that starts its turn within 20 feet of it 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, it is immune to the
fear aura for the next 12 hours. The pit fiend has advantage on attacks against frightened creatures.
Infernal Resilience (Champion Trait, recharges after a short or long rest). If the pit fiend is bloodied, it can remove one condition or effect it is suffering and it can use its champion actions.
Magic Resistance. The pit fiend has advantage on saving throws against spells and other magical effects and any creature that makes a spell attack against the pit fiend has disadvantage on the attack roll.
Magic Weapons. The pit fiend’s weapon attacks are magical.
Maneuvers (1/Turn): When the pit fiend makes a melee weapon attack, it can choose to use one of maneuvers below:
- Commander’s Strike. The pit fiend can use a bonus action and choose a friendly creature that can see or hear the pit fiend to and command that creature to use its reaction to make one weapon attack, adding 6 (1d12) to the attack’s damage roll on a hit.
- Distracting Strike. When the pit fiend hits a creature with a weapon attack it can attempt to distract the target. Add 6 (1d12) to the attack’s damage and the next attack on that target, that isn’t by the pit fiend, has advantage if it is attempted before the pit fiend’s next turn.
- Maneuvering Attack. When the pit fiend hits a creature with a melee weapon attack it adds 6 (1d12) to the attacks damage and chooses one friendly creature that can see or hear it. That creature can use its reaction to move half its speed without provoking opportunity attacks from the pit fiend’s original target.
- Pushing Attack. When the pit fiend hits a creature with a melee weapon attack it can attempt to push it back. The pit fiend adds 6 (1d12) to the attacks damage and the target must make a DC 21 Strength saving throw or be pushed up to 15 feet away.
Undaunted (3/day). The pit fiend can use a reaction at the start of its turn to re-roll a saving throw or check versus a condition or effect it is suffering.
ACTIONS
Multiattack. The pit fiend makes up to three attacks: Any combination of two mace or claw attacks and one tail attack.
Greataxe. Melee Weapon Attack: +13 to hit, reach 10 ft., one target.
Hit: 20 (2d12 + 7) bludgeoning damage plus 21 (6d6) fire damage. If the attack roll to hit the primary target would hit a secondary target within 5 feet of the primary target, the secondary target takes 6 bludgeoning damage
Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target.
Hit: 14 (2d6 + 7) slashing damage and the target must make a DC 21 Strength saving throw or be grappled.
Tail. Melee Weapon Attack: +13 to hit, reach 10 ft., one target.
Hit: 16 (2d8 + 7) bludgeoning damage, and if the target is Large or smaller it must make a DC 21 Strength saving throw or be pushed 10 ft. or knocked prone, the pit fiend’s choice.
Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target grappled by the pit fiend or incapacitated.
Hit: 17 (3d6 + 7) piercing damage and 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.
Fire Ball. A bright streak flashes from the pit fiends hand to a point it can see within 150 feet of it. A 20-foot radius sphere of fire erupts from that point and each creature in the area must make a DC 21 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one.
The fire spreads around corners and ignites flammable objects in the area that aren't being worn or carried
Innate Spellcasting. The pit fiend’s spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). The pit fiend can innately cast the following spells, requiring no material components.
At will:
darkness, detect magic, dispel magic, fire ball (see "Actions")
3/day:
delayed blast fireball, hold monster, wall of fire
1/day:
dominate monster, incendiary cloud, symbol
Summon Devils (1/day). The pit fiend can summon one of the following types of demons: 2d4 bearded devils, 1d4 barbed devils, or one erinyes.
REACTIONS
Parry. The pit fiend adds 5 to its AC against one attack that would hit it. To do so, the pit fiend must see the attacker and be wielding a melee weapon or shield.
Bite. If a creature ends its turn grappled by the pit fiend, the pit fiend makes a bite attack targeting the grappled creature.
CHAMPION ACTIONS
Once the pit fiend's champion trait is activated, on its initiative count +10 it can take one of the following actions.
Infernal Command. The pit fiend choose a friendly creature that can see or hear it and commands that creature to use its reaction to make one weapon attack or move up to half its speed.
Teleport. The pit fiend magically teleports, along with any equipment it is wearing or carrying, up to 90 feet to an unoccupied space it can see.