Pit FiendCreature 20
Source Pathfinder Bestiary
Perception +37 (greater darkvision, true seeing)
Languages Celestial, Common, Draconic, Infernal, Telepathy 100 Feet
Skills Acrobatics +34, Arcana +32, Athletics +33, Deception +39, Diplomacy +34, Intimidation +39, Religion +37, Society +36, Stealth +34
Str +9, Dex +8, Con +9, Int +8, Wis +9, Cha +8
AC 46; Fort +37; Reflex +32; Will +35; +1 status to all saves vs. magic
HP 335 (regeneration 30 (deactivated by good)
Speed 35 feet (fly 50 feet)
Immunities fire
Weaknesses Good 15
Resistances Physical 15, Poison 15
Jaws +40 (+35, +30) to hit (evil, magical, poison, reach 10) 2d6 Evil + 4d10+17 Piercing
Claw +38 (+34, +30) to hit (agile, evil, magical, reach 10) 4d6+17 Slashing + 2d6 Evil
Tail +36 (+31, +26) to hit (evil, magical, reach 10) 4d10+17 Bludgeoning + 2d6 Evil
Wing +36 (+31, +26) to hit (evil, magical, reach 15) 2d6 Evil + 4d6+17 Slashing
Greater Darkvision
A creature with greater darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal Darkvision. A creature with greater darkvision, however, can see through even these forms of magical darkness.
Telepathy 100 feet (aura, divination, magical)A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
At-Will SpellsThe monster can cast its at-will spells any number of times without using up spell slots.
Constant SpellsA constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
+1 Status to All Saves vs. MagicRegeneration 30 (Deactivated by Good)This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.
Attack of OpportunityThe pit fiend can make an Attack of Opportunity when a creature within reach uses a concentrate action, in addition to the usual trigger. The devil can disrupt triggering concentrate actions, and they disrupt actions on any hit, not only a critical hit.
Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
Commander's Aura (aura, divine, enchantment)100 feet Aura
Commanded or allied evil creatures in the aura of lower level than the pit fiend gain a +1 circumstance bonus to attack rolls, damage rolls, AC, saves, and skill checks.
Effect: Commander's Aura
Frightful Presence (aura, divine, emotion, enchantment, fear, mental)20 feet Aura DC 42 will
A creature that first enters the area must attempt a Will save.
Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
Critical Success The creature is unaffected by the presence.
Success The creature is Frightened 1.
Failure The creature is Frightened 2.
Critical Failure The creature is Frightened 4.
Constrict2d10+17 bludgeoning plus 2d6 evil, DC 43 basic fortitude
The monster deals the listed amount of damage to any number of creatures Grabbed or Restrained by it. Each of those creatures can attempt a basic Fortitude save with the listed DC.
Devil Shaping (divine, downtime, transmutation)The pit fiend reshapes a large number of Lemures within a 600-foot radius into more powerful devils to swell Hell's legions. The pit fiend must have available the number of lemures listed on the table below.
Devil Level | Number of Lemures |
---|---|
4 or below | 4 |
5-6 | 8 |
7-8 | 16 |
9-10 | 32 |
11-12 | 64 |
13-14 | 128 |
15-16 | 256 |
17-18 | 512 |
19-20 | 1.024 |
The pit fiend can shape 100 lemures per day, to a maximum of 1,100 lemures in 11 days. Devils created in this way are in thrall to the pit fiend and follow its orders, with the exception of created pit fiends or other devils of similar power, which are always independent. As a result, few pit fiends choose to create peers. At the end of the Devil Shaping activity, the pit fiend attempts an incredibly hard Religion check of the desired devil's level, with results as follows.
Critical Success The pit fiend shapes two devils from the massed lemures instead of one.
Success The pit fiend shapes a devil of the desired type and level.
Failure The devil shaped from the lemures is 2 levels lower than the intended devil.
Critical Failure The pit fiend fails to shape any devils and draws the ire of an archdevil for its waste of resources.
Fast SwoopThe pit fiend Flies and makes a wing Strike at any point during its movement.
Masterful Quickened Casting (concentrate)Frequency once per round.
Effect If the pit fiend's next action is to cast an 8th-level or lower innate spell, reduce the number of actions to cast it by 1 (minimum 1 action).
Pit Fiend Venom (poison)Saving Throw DC 43 fortitude
Maximum Duration 10 rounds
Stage 1 6d6 poison damage and Drained 1 (1 round)
Stage 2 7d6 poison damage and Drained 2 (1 round)
Stage 3 8d6 poison damage and Drained 3 (1 round)
Improved GrabThe monster can use Grab as a free action triggered by a hit with its initial attack. A monster with Improved Grab still needs to spend an action to extend the duration for creatures it already has Grabbed.
Divine Innate Spells (DC 42, +34 to hit)
2nd Level: Dispel Magic (At Will)
3rd Level: Fireball (At Will)
4th Level: Dimension Door, Dimension Door (At Will), Wall of Fire (At Will)
6th Level: Scrying, True Seeing (Constant)
7th Level: Divine Decree (At Will)
8th Level: Power Word Stun
9th Level: Bind Soul (At Will), Meteor Swarm
10th Level: Miracle (Once per Year)
1st Level: Infernal Pact
When an army of devils invades to bathe a region in bloodshed and hellfire, it is likely that one of Hell's most powerful and diabolical generals, the pit fiend, masterminded the incursion. Cunning, powerful, and ruthless, pit fiends often serve the archdevils directly. They rule infernal duchies, subjugate mortal worlds, and usurp infernal rivals using unparalleled despotism and calculated ferocity. To realize their tyrannical machinations, pit fiends claim mortal souls that they corrupt into lemure servants, which can then be shaped and transformed through infernal manipulation into the terrifying devils that form Hell's formidable legions. They often select the most wicked and vicious lemures for their armies, drawing upon these lesser devils' depravity during powerful magical ceremonies to create hideous and terrifying abominations that can cow and eviscerate the pit fiend's enemies.
Pit fiends themselves are crafted deep within the nightmarish bowels of Nessus, the ninth layer of Hell, to serve the whims of archdevils and infernal dukes. Those pit fiends that don't leave Nessus to command infernal legions in the upper layers of Hell often form the courts of Hell's elite, gathering cabals and sects that shape Hell's political landscape through subterfuge and manipulation. But many pit fiends see themselves as living embodiments of hellfire, the all-encompassing wrath of Hell, and thus prefer to dwell in realms consumed by fire. In Avernus, Dis, Malebolge, Nessus, and Phlegethon, pit fiends build vast citadels of brimstone wreathed in flame to lord over.
Pit fiends tower over other devils, standing at least 16 feet tall, weighing over 1,000 pounds, and brandishing wingspans in excess of 20 feet. Infernal Dukes Elite members of Hell's political infrastructure and leadership hierarchy, the dukes of Hell are chosen from among the most tyrannical, oppressive, and conniving devils. While not all infernal dukes are pit fiends, a pit fiend's natural disposition toward conquest and oppression often make it an ideal candidate for this position. To create an infernal duke, adjust the pit fiend to be between 21st and 25th level. Because of their physical prowess, manipulative nature, and powerful spellcasting abilities, infernal dukes make excellent villains for long-running campaigns.
Masters of corruption and architects of conquest, devils seek both to tempt mortal life to join in their pursuit of all things profane and to spread tyranny throughout all worlds. The temptations they offer mortals range from great powers granted by the signing of an infernal contract to twisted favors following a whispered pledge to a diabolic patron, or any number of even subtler exchanges. Those who succumb to these temptations find themselves consigned to an afterlife of endless torment in the pits of Hell, wherein the only hope of escape lies in the chance of being promoted to become a devil in the infernal ranks. Every devil has a specific role to play in the upkeep of the remorseless bureaucratic machine that is Hell, from soldiers and scholars to inquisitors, lawyers, judges, and executioners. Lowly lemures and imps perform subservient labor to more powerful and specialized devils, such as contract devils and erinyes, while the greatest pit fiends command entire infernal armies.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.