Devil, Pit Fiend

A pair of gigantic, flame-seared wings and eyes smoldering like embers give this towering devil a truly horrific appearance.

Pit Fiend CR 20

XP 307,200
LE Large outsider (devil, evil, extraplanar, lawful)
Init +13; Senses darkvision 60 ft., see in darkness; Perception +33; Aura fear (20 ft., DC 23)

DEFENSE

AC 38, touch 18, flat-footed 29 (+9 Dex, +20 natural, –1 size)
hp 350 (20d10+240); regeneration 5 (good weapons, good spells)
Fort +24, Ref +21, Will +18
DR 15/good and silver; Immune fire, poison; Resist acid 10, cold 10; SR 31

OFFENSE

Speed 40 ft., fly 60 ft. (average)
Melee 2 claws +32 (2d8+13), 2 wings +30 (2d6+6), bite +32 (4d6+13 plus poison and disease), tail slap +30 (2d8+6 plus grab)
Space 10 ft., Reach 10 ft.
Special Attacks constrict 2d8+19, devil shaping
Spell-Like Abilities (CL 18th)

At willblasphemy (DC 25), create undead, fireball (DC 21), greater dispel magic, greater teleport (self plus 50 lbs. of objects only), greater scrying (DC 25), invisibility, magic circle against good, mass hold monster (DC 27), persistent image (DC 23), power word stun, scorching ray, trap the soul (DC 26), unholy aura (DC 26), wall of fire
3/dayquickened fireball (DC 21)
1/daymeteor swarm, summon (level 9, any 1 CR 19 or lower devil, 100%)
1/yearwish

STATISTICS

Str 37, Dex 29, Con 35, Int 26, Wis 30, Cha 26
Base Atk +20; CMB +34 (+38 grapple); CMD 53
Feats Cleave, Great Cleave, Improved Initiative, Improved Iron Will, Improved Vital Strike, Iron Will, Multiattack, Power Attack, Quicken Spell-Like Ability (fireball), Vital Strike
Skills Appraise +17, Bluff +31, Diplomacy +31, Disguise +27, Fly +30, Intimidate +31, Knowledge (arcana) +28, Knowledge (planes) +31, Knowledge (religion) +31, Perception +33, Sense Motive +33, Spellcraft +31, Stealth +28, Survival +22, Use Magic Device +28
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.

SPECIAL ABILITIES

Devil Shaping (Su)

Three times per day, a pit fiend can spend a minute to transform nearby lemures into other lesser devils. A pit fiend can transform one lemure for every Hit Die the pit fiend possesses. It can then reshape these lemures into a number of Hit Dice‘s worth of lesser devils equal to the number of lemures affected. For example, a typical 20 Hit Dice pit fiend could transform 20 lemures into two bone devils (10 HD each), or three bearded devils (6 HD each, leaving two lemures unchanged), or any other combination of lesser devils. Lemures to be reshaped must be within 50 feet of the pit fiend, becoming stationary and unable to move once the shaping begins. After a minute passes, the lemures reform into the shape of a new lesser devil ready to follow the orders of the pit fiend. Although pit fiends can, technically, elevate a mass of 20 lemures into a new pit fiend, most are hesitant to do so since they have no special control over a devil created in this manner.

Disease (Su)

Devil Chills: Bite—injury; save Fort DC 32; onset immediate; frequency 1/day; effect 1d4 Str damage; cure 3 consecutive saves. The save DC is Constitution-based.

Poison (Ex)

Bite—injury; save Fort DC 32; frequency 1/round for 10 rounds; effect 1d6 Con damage; cure 3 consecutive saves. The save DC is Constitution-based.

ECOLOGY

Environment any (Hell)
Organization solitary, pair, or council (3–9)
Treasure double

Rulers of infernal realms, generals of Hell’s armies, and advisors to the archfiends, pit fiends embody the awesome and terrible pinnacle of devilkind. Massive, physically indomitable, and possessed of ingenious evil intellects, these diabolical tyrants hold great autonomy whether in their service to the archfiends, in their rule of vast infernal fiefdoms, or in subjugation of mortal worlds. Thick muscles cling to their gigantic frames, armored over by dense, bladed scales capable of deflecting all but the most potent assaults. Fangs as thick as daggers fill their maws, bestial visages disguising some of the most insidious minds in Hell. Born within the depths of Nessus, the ninth and deepest layer of Hell, pit fiends are raised from the ranks of cornugons and gelugons by the archdevils and their dukes alone. While many travel to higher layers and far from Hell to command infernal legions, most remain in Nessus serving in the courts of Hell’s elite or in dark councils with unknowable purposes. Pit fiends always stand over 14 feet tall, with wingspans in excess of 20 feet and weights over 1,000 pounds.

Pit fiends are masters of fire and prefer lands bathed in flame. In Hell, this predisposes them to Avernus, Dis, Malebolge, Nessus, and Phlegethon the layers most likely to harbor their burning temple-citadels. Fanatics obsessed with diabolical superiority and ironclad obedience, pit fiends left to their own devices raise massive armies, scouring the pits of Hell for the most depraved lemures to transform into true fiends. When convinced they’ve formed the perfect legions, they turn their attentions to vulnerable demiplanes and mortal worlds, eyeing them for infernal domination and the glory of conquest. While obedient to the hierarchies of their kind, they are also strict in their enforcement, and should a pit fiend find itself subservient to a master unfit to rule, it holds itself duty bound to cast down such an incompetent lord. Thus, whether as masters or servants, pit fiends embody the will of Hell‘s merciless law and assure that only the strongest of devilkind flourish (or dare to).

Only the most powerful of mortal spellcasters can or dare summon a pit fiend. These devils‘ reactions to summoning are deliberate and swift, usually typified by overwhelming rage that such insignificant beings would waste their immortal time. Those that cannot weather the devils‘ burning rage are slain—their souls typically racing the pit fiends back to Hell. Those who manage to keep control of the greater devils though, intrigue them. A pit fiend might dutifully serve a mortal master for centuries, but its goal is always the same: to further corrupt the mortal soul, assure its absolute damnation, and when the mortal inevitably dies, claim its soul and begin the process of creating a perfectly corrupt lemure servant. Pit fiends know they are immortal and are intelligent enough to indulge in impossibly disciplined patience. As such, the eldest pit fiends see in their legions the faces of countless fools who once presumed themselves the devils‘ masters.

Variant: Devil, Pit Fiend, Maskim Devil (CR 20)

[Source]

These tall, spindly giants have smooth, black skin that appears to glisten against the light. Seemingly neither male nor female, these androgynous monsters are also bereft of eyes and nose. Its limbs seem elongated and stretched. Around its neck, it wears a necklace of black skulls and it carries a curved doublesword of dark, black metal.

Maskim, or sometimes maskim xul, as they were once known, claim to be the former foremost servants of the lower planes, until they were ousted by the pit fiends.

They say the pit fiends consigned the maskim to the bowels of hell, where they now lie in wait, hoping to ambush those who stray too close. The maskim lurk within the caverns between each hell-layer reaching out from the darkest shadows to snare the unwary.

Melee +3 adamantine, axiomatic, speed, unholy/+3 adamantine, axiomatic, speed, unholy, double-sword +33/+33/+33/+28/+28/+23/+23/+18 melee (2d8+16 plus 2d6 chaotic creatures and 2d6 good creatures /19-20). This replaces a pit fiend’s normal melee attacks.

Elongated (Su)

Maskim can stretch themselves out like chains and attack opponents up to 50 feet away.

This ability replaces a pit fiend’s grab special attack.

Glistening Skin (Su)

The bodies of the maskim are slick with the blood of their many victims. Anyone making a melee attack upon a maskim and failing to hit it must make a successful combat maneuver check or either lose their next iterative attack that round or provoke an attack of opportunity, the weapon adjudged to have skidded off the glistening skin of the monster and unbalanced the attacker.

This replaces a pit fiend’s poison and disease special attack.

Feats Improved Two-Weapon Fighting, Two-Weapon Fighting, Greater Two-Weapon Fighting; this replaces a pit fiend’s Improved Vital Strike, Multiattack, and Vital Strike feats.

Infernal Dukes

The most powerful of pit fiends are lords in their own right—members of the elite caste of infernal politics and leadership known as the Dukes of Hell. While not all of the Dukes of Hell are pit fiends, the majority of them are. As a general rule, a pit fiend Duke of Hell has several levels of a particular character class, the advanced simple template, or in some cases unusual spell-like abilities or unique powers over and above those of most pit fiends. Listed here are three sample unique pit fiend duke abilities, but these examples are by no means the entirety of what strange powers an infernal duke might wield.

Deathmastery (Su)

The pit fiend duke’s ability to manipulate the souls of the damned extends beyond the standard devil shaping power. Whenever a pit fiend slays a humanoid, it can attempt to transform the slain creature’s soul into a ghost under the pit fiend’s control. The pit fiend may control a number of ghosts in this manner equal to its Charisma modifier.

Master of Magic (Su)

The pit fiend duke has additional spell-like abilities (20 spell levels’ worth of 1st–4th level spells usable at will and 20 spell levels’ worth of 5th–8th level spells usable 3 times a day).

Hellfire Breath (Su)

The pit fiend gains a devastating breath weapon that it can use once every 1d4 rounds. This breath weapon is a 60-foot cone of fire (10d10 fire damage and 10d10 unholy damage as per flame strike, successful Reflex save [DC 10 + 1/2 the pit fiend’s racial HD + the pit fiend’s Constitution modifier] half).

Infernal Sacrifices

Nothing but the most blasphemous of offerings can tempt a pit fiend to service. Only the sacrifice of a powerful good-aligned cleric or noteworthy angel, the destruction of a significant holy relic, or the offering of a powerful tool of evil might aid a summoner in coaxing a pit fiend from the infernal realm. Any such sacrifice grants the summoner a +2 Charisma bonus on checks made to summon such lords of devilkind.

3rd Party Publisher Options (NwP)

When captured by a monster trainer, pit fiends grant the trainer access to new spells.

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