Pocket Pit Fiend
xandrakeart
(200 XP)
Robinloft Estimated
CR
1
Armor Class
16 (natural armor)
Hit Points
17 (5d4+5)
Speed
15 ft., fly 25 ft.
STR
13
(+1)
DEX
12
(+1)
CON
12
(+1)
INT
22
(+6)
WIS
18
(+4)
CHA
24
(+7)
Saving Throws
Dex +3, Con +3, Wis +6
Skills
—
Damage Resistances
cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Damage Immunities
fire, poison
Condition Immunities
poisoned
Senses
truesight 120 ft., passive Perception 14
Languages
Infernal, telepathy 120 ft.
Environments
Fear Aura.
Any creature hostile to the pit fiend that starts its turn within 10 feet of the pit fiend must make a DC 15 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 pocket pit fiend has advantage on Saving Throws against Spells and other magical Effects.
Magic Weapons.
The pocket pit fiend’s weapon attacks are magical.
Actions
Bite.
Melee Weapon Attack: +3 to hit, reach 0 ft., one target. Hit: 4 (1d6 + 1) piercing damage plus 2 (1d4) poison damage.
Claw.
Melee Weapon Attack: +3 to hit, reach 0 ft., one target. Hit: 5 (1d8 + 1) slashing damage.
Tail.
Melee Weapon Attack: +3 to hit, reach 0 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
Mace.
Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 1 bludgeoning damage plus 3 (1d6) fire damage.
Pocket Pit Fiend
Not yet described
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