/home/explore/monsters/pit fiend/special abilities
  • 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.

    dc:
    dc type:

    WIS

    dc value:

    21

    success type:

    none

  • 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.

  • 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

    spellcasting:
    ability:

    CHA

    dc:

    21

    spells:
    • Detect Magic

      usage:
      type:

      at will

    • Fireball

      usage:
      type:

      at will

    • Hold Monster

      usage:
      times:

      3

      type:

      per day

    • Wall of Fire

      usage:
      times:

      3

      type:

      per day

© 2020 David Jones · uses the D&D 5th Edition API Database · source