Fear Aura. Any creature hostile to the demon that starts its turn within 20 feet of the demon must make a DC 21 Wisdom saving throw, unless the demon 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 demon's Fear Aura for the next 24 hours.
Horrific Mind (Recharge 4-6). Whenever the demon telepthically speaks to a living creature or Intelligence 21 or lower, it can choose to empower its words with a strange, dementing version of the Abyssal tongue to cause one of two effects.
- Upon hearing the demon's revealing words of destruction, the target creature must succeed on a DC 19 Wisdom or Intelligence saving throw (demon's choice) or be charmed by the demon for 1 hour. While charmed, the creature serves the demon as a willing fanatic of bloodlust and mayhem.
- Upon hearing the demon's furious words, the target creature must succeed on a DC 20 Constitution saving throw or take 6 (1d12) psychic damage.
Apocalyptic Death-Bringer. Whenever the demon or another evil-aligned creature kills a living creature with necrotic damage within 100 feet of the demon, the demon regains 15 hit points and gains +1 to hit until the end of the next round. If the demon or another evil-aligned creature has killed (in total) more than 25 living creatures, the to hit boost becomes +2, the demon grows to Huge size, and its hit point maximum increases by 20. If the demon or another evil-aligned creature has killed (in total) more than 60 living creatures, the to hit boost becomes +3, the demon grows to Gargantuan size, and its hit point maximum increases by 40.
Magic Resistance. The demon has advantage on saving throws against spells and other magical effects.
Magic Weapons. The demon's weapon attacks are magical.
Innate Spellcasting. The demon'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, dispel magic
2/day each: hold monster, wall of fire, phantasmal killer, circle of death
Multiattack. The demon makes four attacks: one with its bite, two with its claws or gravesword, 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 18 (4d8) poison damage + 14 (4d6) necrotic 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 + 6 (1d12) necrotic damage.
Gravesword. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 13 (2d4 + 8) slashing damage + 9 (2d8) necrotic damage.
Tail. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage + 5 (1d10) necrotic damage and the target must succeed on a DC 19 Strength saving throw or be knocked prone.
Teleport. The demon magically teleports, along with any equipment it is wearing or carrying, up to 100 feet to an unoccupied space it can see.
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