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. Avantage on saving throws against spells and other magical effects.
Magic Weapons. The pit fiend's weapon attacks are magical.
Innate Spellcasting. 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
Siege Monster. Using the ram like horns on his head, he deals double damage to structures and objects.
Multiattack. The pit fiend makes seven attacks: one with its bite, two with its claw, two with its mace, one with its wings, 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 (2d6) fire damage.
Tail. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage.
Wing. Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit: 24 (2d6+8)
Ram. Melee Charge Attack: +14 tot hit, straight line attack, any in a 20 foot line. Hit: 8d6+8
Hellish Rebuke. Rebuke your target by scorching them with 3d10 scorching damage
Description
This infernal creature has been summoning demons across the world from his hellish arena to lay siege to the material plane, with his flaming wings, his unbreakable mace, his razor sharp fangs, and his spiked claws, shining in the fire of the souls surrounding him. He is about 12 feet tall, and wears demonic heavy plate, that glints in the sun, when it rarely sees it, that is, and his ram like horns do the same. He has four arms, two for maces, and two for claws, and if you get too close to the head of the beast, his eight layers of teeth that stem from what looks like the head of a dragon, he will shatter your skull, and impale you on the shoulders with his massive canines.
Lair and Lair Actions
This demon lives in an arena underground, with the only entrance and exit is a funnel that drops down into his circular pit of doom, where he can summon demons from the center, and the once summoned already hop from the stands to fight, they are fans, and he is the gladiator.







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