Pit Fiend (CR 20)

Large Outsider (Baatezu, Evil, Extraplanar, and Lawful)
Alignment: Always lawful evil
Initiative: +12 (+8 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., see in darkness, Listen +29, and Spot +29
Languages: Telepathy 100 ft.


AC: 40 (-1 size, +8 Dex, +23 natural), touch 17, flat-footed 32
Hit Dice: 18d8+144 (225 hp); DR: 15/good and silver
Fort +19, Ref +19, Will +21
Speed: 40 ft., fly 60 ft. (average)
Space: 10 ft./10 ft.
Base Attack +18; Grapple +35
Attack: Claw +30 melee
Full Attack: 2 claws +30 melee and 2 wings +28 melee and bite +28 melee and tail slap +28 melee
Damage: Claw 2d8+13, wing 2d6+6, bite 4d6+6 and poison plus disease, tail slap 2d8+6
Special Attacks/Actions: Spell-like abilities, fear aura, improved grab, constrict 2d8+26, summon baatezu
Abilities: Str 37, Dex 27, Con 27, Int 26, Wis 26, Cha 26
Special Qualities: immunity to fire and poison, resistance to acid 10 and cold 10, regeneration 5, SR 32
Feats: Cleave; Great Cleave; Improved Initiative; Iron Will; Multiattack; Power Attack; Quicken Spell-Like Ability (fireball)
Skills: +10 when tracking), Balance +10, Bluff +29, Climb +34, Concentration +29, Diplomacy +10, Disguise +29 (+31 acting), Hide +25, Intimidate +31, Jump +40, Knowledge (arcana) +29, Knowledge (nature) +10, Knowledge (religion) +29, Knowledge (the Planes) +29, Listen +29, Move Silently +29, Search +29, Spellcraft +31, Spot +29, Survival +8 (+10 on other planes, and Tumble +31
Advancement: 19-36 HD (Large); 27-54 HD (Huge)
Climate/Terrain: Nine Hells of Baator
Organization: Solitary, team (3-4), or troupe (1-2 pit fiends, 2-5 cornugons, and 2-5 hamatulas)
Treasure: Standard coins, double goods, standard items

Source: Monster Manual

Spell-Like Abilities: At will - animate dead, blasphemy charm person, create undead, desecrate, detect good, detect magic, dispel magic, fireball, hold person, improved invisibility magic circle against good, major image, produce flame, polymorph self, pyrotechnics, suggestion, teleport without error (self plus 50 pounds of objects only), unholy aura, unhallow, and wall of fire; 1/day - meteor swarm (any) and symbol(any). These abilities are as the spells cast by a 17th-level sorcerer (save DC 13 + spell level).

Once per year a pitfiend can use wish as the spell cast by a 20th-level sorcerer.

Fear Aura (Su): As a free action, a pit fiend can create an aura of fear in a 20-foot radius. It is otherwise identical with fear cast by a 15th-level sorcerer (save DC 19). If the save is successful, that creature cannot be affected again by that pit fiend's fear aura for one day. Other baatezu are immune to the aura.

Poison (Ex): Bite, Fortitude save (DC 21); initial damage 1d6 temporary Constitution, secondary damage death.

Disease (Su): Even if an affected creature saves against the poison, it must succeed at a Fortitude save (DC 14) or be infected with a vile disease called devil chills (incubation period 1d4 days, damage 1d4 points of temporary Strength). See Disease.

Improved Grab (Ex): To use this ability, the pit fiend must hit a Medium-size or smaller opponent with its tail slap attack. If it gets a hold, it can constrict.

Constrict (Ex): A pit fiend deals 2d4+10 points of damage with a successful grapple check against Medium-size or smaller creatures.

Summon Baatezu (Sp): Twice per day a pit fiend can automatically summon two lemures, osyluths, or barbazu, or one erinyes, cornugon, or gelugon.

Regeneration (Ex): Pit fiends take normal damage from holy and blessed weapons of at least +3 enchantment.

Immunities (Ex): Baatezu are immune to fire and poison.

Resistances (Ex): baatezu have cold and acid resistance 20.

See in Darkness (Su): All devils can see perfectly in darkness of any kind, even that created by deeper darkness spells.

Telepathy (Su): Baatezu can communicate telepathically with any creature within 100 feet that has a language.

Baatezu Subtype

Many devils belong to the race of evil outsiders known as the baatezu.

Traits: A baatezu possesses the following traits (unless otherwise noted in a creature's entry).

Evil Subtype

A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction).

Extraplanar Subtype

A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.

Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.

Lawful Subtype

A subtype usually applied only to outsiders native to the lawful-aligned Outer Planes. Most creatures that have this subtype also have lawful alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a lawful alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the lawful subtype overcomes damage reduction as if its natural weapons and any weapons it wields were lawful-aligned (see Damage Reduction).