3e SRD:Devil, Pit Fiend

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Pit Fiend

Size/Type: Large Outsider (Evil, Lawful)
Hit Dice: 13d8+65 (123 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 40 ft., fly 60 ft. (average)
AC: 30 (-1 size, +1 Dex, +20 natural)
Attacks: 2 claws +19 melee, 2 wings +14 melee, bite +14 melee, tail slap +14 melee
Damage: Claw 1d6+7, wing 1d4+3, bite 2d6+3 and poison plus disease, tail slap 2d4+3
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Spell-like abilities, fear aura, improved grab, constrict 2d4+10, summon devil
Special Qualities: Damage reduction 30/+3, SR 28, fire and poison immunity, cold and acid resistance 20, see in darkness, telepathy, regeneration 5
Saves: Fort +13, Ref +9, Will +13
Abilities: Str 25, Dex 13, Con 21, Int 20, Wis 20, Cha 16
Skills: Bluff +17, Climb +20, Concentration +19, Disguise +17, Hide +4, Jump +19, Knowledge (arcana) +20, Listen +21, Move Silently +17, Search +21, Spellcraft +21, Spot +21
Feats: Cleave, Great Cleave, Improved Initiative, Power Attack
Climate/Terrain: Any land and underground
Organization: Solitary, team (2-4), or troupe (1-2 pit fiends, 2-5 cornugons, and 2-5 hamatulas)
Challenge Rating: 16
Treasure: Standard coins; double goods; standard items
Alignment: Always lawful evil
Advancement: 14-20 HD (Large); 21-39 HD (Huge)

Except where noted below, all devils speak Infernal, Celestial, and Draconic.

Combat

Spell-Like Abilities: At will: animate dead, blasphemy, charm person, create undead, desecrate, detect good, detect magic, dispel magic, fireball, hold person, improved invisibility, magic circle against good, major image, produce flame, polymorph self, pyrotechnics, suggestion, teleport without error (self plus 50 pounds of objects only), unholy aura, unhallow, and wall of fire; 1/day-meteor swarm (any) and symbol (any). These abilities are as the spells cast by a 17th-level sorcerer (save DC 13 + spell level).

Once per year a pit fiend can use wish as the spell cast by a 20th-level sorcerer.

Fear Aura (Su): As a free action, a pit fiend can create an aura of fear in a 20-foot radius. It is otherwise identical with fear cast by a 15th-level sorcerer (save DC 19). If the save is successful, that creature cannot be affected again by that pit fiend’s fear aura for one day. Other devils are immune to the aura.

Poison (Ex): Bite, Fortitude save (DC 21); initial damage 1d6 temporary Constitution, secondary damage death.

Disease (Su): Even if an affected creature saves against the poison, it must succeed at a Fortitude save (DC 14) or be infected with a vile disease called devil chills (incubation period 1d4 days, damage 1d4 points of temporary Strength).

Improved Grab (Ex): To use this ability, the pit fiend must hit a Medium-size or smaller opponent with its tail slap attack. If it gets a hold, it can constrict.

Constrict (Ex): A pit fiend deals 2d4+10 points of damage with a successful grapple check against Medium-size or smaller creatures.

Summon Devil (Sp): Some devils can summon other devils much as though casting a summon monster spell, but they have only a limited chance of success. Roll d%: On a failure, no devils answer the summons. Summoned creatures automatically return whence they came after 1 hour. A devil that has just been summoned cannot use its own summon ability for 1 hour. Twice per day a pit fiend can automatically summon two lemures, osyluths, or barbazu, or one erinyes, cornugon, or gelugon.

See in Darkness (Su): Pit Fiends can see perfectly in darkness of any kind, even that created by deeper darkness spells.

Telepathy (Su): Pit Fiends can communicate telepathically with any creature within 100 feet that has a language.

Regeneration (Ex): Pit fiends take normal damage from holy and blessed weapons of at least +3 ¬enchantment.



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