Fear Aura. Any creature hostile to the Archduke that starts its turn within 20 feet of the Archduke 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 Archdukes Fear Aura for the next 24 hours.
Magic Resistance. The Archduke has advantage on saving throws against spells and other magical effects.
Magic Weapons. The Archdukes 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 Archduke makes four attacks: one with its flaming hands, and three with its great-sword.
flaming hands. 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 take (6d12) points of fire damage, and it takes 21 (6d6) poison damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
death gaze (recharge 5/6).Target one creature target must make a DC 25 constitution check or take 10d12 points of necrotic damage and fall unconscious.
great-sword. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 8) slashing damage plus 41 (6d12) necrotic damage.
Teleport. The Archduke teleports along with any equipment it is carrying to a unoccupied location within 120ft of it.
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