b'Devil, Pit Fiend \n'b'  Family:   Devils  \n'b'  Large   fiend  (devil),  lawful evil  \n'b'  Armor Class  19 (natural armor)  Hit Points  300 (24d10 + 168)  Speed  30 ft., fly 60 ft.\n'b' STATS STR: 26 (+8) DEX:  14 (+2)  CON:  24 (+7)  INT:  22 (+6)  WIS:  18 (+4)  CHA:  24 (+7)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Dex  +8,  Con  +13,  Wis  +10  Damage Resistances  cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered  Damage Immunities  fire, poison  Condition Immunities   poisoned   Senses   truesight  120 ft., passive Perception 14  Languages  Infernal, telepathy 120 ft.  Challenge  20 (25,000 XP) \n'b' Special Traits \n'b'   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\xe2\x80\x99s saving throw is successful, the creature is immune to the pit fiend\xe2\x80\x99s Fear Aura for the next 24 hours. \n'b'  Magic Resistance : The pit fiend has advantage on saving throws against spells and other magical effects. \n'b'  Magic Weapons : The pit fiend\xe2\x80\x99s weapon attacks are magical. \n'b'  Innate Spellcasting : The pit fiend\xe2\x80\x99s spellcasting ability is  Charisma  (spell save DC 21). The pit fiend can innately cast the following spells, requiring no material components: \n'b'   At will :  detect magic ,  fireball  \n'b'  3/day each :  hold monster ,  wall of fire  \n'b'   Actions \n'b'   Multiattack : The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail. \n'b'  Bite :  Melee Weapon Attack : +14 to hit, reach 5 ft., one target.  Hit : 22 (4d6 + 8) piercing damage. The target must succeed on a DC 21  Constitution  saving throw or become  poisoned . While  poisoned  in this way, the target can\xe2\x80\x99t regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The  poisoned  target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'  Claw :  Melee Weapon Attack : +14 to hit, reach 10 ft., one target.  Hit : 17 (2d8 + 8) slashing damage. \n'b'  Mace :  Melee Weapon Attack : +14 to hit, reach 10 ft., one target.  Hit : 15 (2d6 + 8) bludgeoning damage plus 21 (6d6) fire damage. \n'b'  Tail :  Melee Weapon Attack : +14 to hit, reach 10 ft., one target.  Hit : 24 (3d10 + 8) bludgeoning damage. \n'b'  About \n'b' A pair of gigantic, flame-seared wings and eyes smoldering like embers give this towering devil a truly horrific appearance.'