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Pit Fiend - DnD 5e stats

Pit Fiend

  • AC: 19 (Natural Armor)
  • Alignment: Lawful Evil
  • CHA: 24
  • CON: 24
  • Challenge Rating: 20
  • Condition Immunities: Poisoned
  • DEX: 14
  • HP: 300 (24d10+168)
  • INT: 22
  • Immunities: Fire, Poison
  • Languages: Infernal, Telepathy 120 Ft.
  • Passive Perception: 14
  • Resistances: Cold; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks That Aren't Silvered
  • STR: 26
  • Saving Throws: Dex +8, Con +13, Wis +10
  • Senses: Truesight 120 Ft.
  • Size: Large
  • Speed: 30 ft., fly 60 ft.
  • Spell Book: Detect Magic, Fireball, Hold Monster, Wall Of Fire
  • Type: fiend (devil)
  • WIS: 18


Fear Aura: 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.

Magic Resistance: The pit fiend has advantage on saving throws against spells and other magical effects.

Magic Weapons: The pit fiend's weapon attacks are magical.

Innate 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:
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. 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.

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.

The SendingStone review

The Pit Fiend is a formidable foe in the context of Dungeons and Dragons. With a strong AC of 19 and impressive ability scores across the board, it presents a significant challenge to players. Additionally, it is immune to poison and has a high amount of hit points, making it difficult to take down. The Pit Fiend's lawful evil alignment and high charisma suggest that it is a master manipulator, and its intelligence and spellcasting abilities make it a versatile enemy. Overall, the Pit Fiend is a formidable adversary that players will need to approach strategically in order to defeat.

Pit Fiend is D&D (Dungeons & Dragons) 5th edition content, but other TTRPGs may have their own version such as a Pit Fiend Pathfinder edition. Want to use Pit Fiend in a VTT (virtual tabletop)? Try out SendingStone for free today!

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