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Lesser Pit Fiend (Leader) in Dungeons & Dragons 5e

Lesser Pit Fiend (Leader) CR: 14

Large fiend (devil), lawful evil, lawful evil
Armor Class: 18
Hit Points: 255 (16d10+168) 16d10+168 (Bloodied at 123)
Speed: 30 ft , fly: 60 ft

STR

22 +6

DEX

14 +2

CON

24 +7

INT

22 +6

WIS

18 +4

CHA

20 +5

Saving Throws: Dex +8, Con +13, Wis +10
Damage Resistances: Cold; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks That Aren't Silvered
Damage Immunities: Fire, Poison
Condition Immunities: Poison
Senses: Truesight 120 Ft., passive Perception 14
Languages: Infernal, Common, Telepathy 120 Ft.
Challenge Rating: 14

Innate Spellcasting. The pit fiend's spellcasting ability is Charisma (spell save DC 17). The pit fiend can innately cast the following spells, requiring no material components:

At will: Detect Magic, Scorching Ray

3/day: wall of fire, fireball


Fear Aura. Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a DC 18 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. Infernal Summons (Once per encounter) The Pit fiend summons a group of devil allied. All summoned devils roll a chained initiative, and gain a +3 bonus to attack rolls as long as the pit fiend is alive. They remain until killed, dismissed by the pit fiend (free action), or when the encounter ends. The Pit Fiend has 8 summon points, he can choose to summon Spined Devils (1 pt. each), Bearded Devils (2 pts. each), or Barbed Devils (4 pts. each). He can distribute his points as he'd like, and must summon each devil within a 30 ft. radius, centered on himself.

Actions

Multiattack. The pit fiend makes 3 attacks: one with its bite, one with its claymore, and one with its tail. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (3d6 + 5) piercing damage. The target must succeed on a DC 18 Constitution saving throw or become poisoned. While poisoned in this way, the target can’t regain hit points, and it takes 10 (3d6) 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 Mace. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: (2d6 + 5) bludgeoning damage plus (3d6) fire damage. Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: (2d10 + 5) bludgeoning damage.   Point of Terror (bonus action). Ranged 25 ft.; the target makes a saving throw and takes a –3 penalty to all defenses until the end of the pit fiend’s next turn on a failed save, on a success, nothing happens.   Tactical Teleport (Recharge 4-6). The pit fi end can teleport up to 2 allies within 50 ft of it. The targets appear in any other unoccupied space within 50 ft. of the pit fiend.   Irresistable Command (bonus action). Ranged 50 ft.; targets one allied devil of a lower level than the pit fi end; the target slides 5 squares and explodes, dealing 2d10 + 5 fire damage to all creatures in a radius of 10 ft. The exploding devil is destroyed.

Reactions

Responsive Strike. If someone strikes the Pit Fiend, it can make one attack as a reaction.

Legendary Actions

The pit fiend can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The pit fiend regains spent legendary actions at the start of its turn. Scornful Singe. The pit fiend exudes an immense amount of heat from his body, all of those within a 15 ft. radius of him must make a dexterity saving throw, or take 10 (3d6) fire damage.   Scorching Ray. The pit fiend can make a scorching ray spell attack. Wing Attack (Costs 2 actions). The pit fiend beats its wings. Each creature within 5 feet of the dragon must succeed on a DC 17 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.


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