This site is games | books | films

Devil, “Nessian Pit Fiend — Infernal Champion of Nessus.”

Nessian Pit Fiend 5
Create

Nessian Pit Fiends – Towering, horned devils wreathed in fire and shadow, Nessian Pit Fiends are the ultimate enforcers of the Nine Hells, combining brutal strength, infernal magic, and ruthless cunning to dominate mortals and lesser devils alike. Masters of ambush, strategy, and fear, they serve Asmodeus while extending their terrifying influence across mortal and infernal realms.

Appearance

Towering, muscular devils with leathery, bat-like wings, obsidian-black skin streaked with molten veins, and crowns of jagged horns, Nessian Pit Fiends radiate unrelenting menace. Their eyes burn with smoldering embers, and their clawed hands and spiked tails convey both lethal precision and raw power. Each carries the unmistakable aura of infernal authority, and even among devils, their presence inspires awe and terror.

Behaviour

Cold, cunning, and utterly merciless, Nessian Pit Fiends act as generals and enforcers within the infernal hierarchy. They are patient strategists, often observing conflicts for maximum advantage, yet capable of sudden, devastating violence. Among their kind, dominance is demonstrated through cunning, strength, and mastery of hellfire, creating a rigid social order enforced by intimidation and combat prowess.

Habitat

Native to the deepest layer of the Nine Hells, Nessus, they inhabit lava-choked fortresses, infernal chasms, and obsidian citadels. Though bound to the hells, they occasionally manifest in the mortal realm when summoned, hunting powerful mortals or extending the influence of their overlord, Asmodeus. Their territories are fiercely defended, and rival devils quickly learn the peril of encroachment.

Modus Operandi

Nessian Pit Fiends excel at ambush and overwhelming force, combining flight, brutal strength, and devastating infernal magic. They wield spiked tails, claws, and hellfire with terrifying skill, and often manipulate mortals or lesser devils into traps, contracts, or schemes to achieve their ends. Their operations are marked by methodical cruelty, ensuring that even their absence from the battlefield spreads fear.

Motivation

Loyal to Asmodeus and driven by ambition, Nessian Pit Fiends seek to extend infernal dominion, punish defiance, and assert their authority over both mortal and devilish realms. Beyond obedience, they thrive on dominance, power displays, and the strategic orchestration of fear, making them as cunning as they are formidable.

Nessian Pit Fiend — Infernal Champion of Nessus
Create
  • Nessian Pit Fiend 5e 2024
  • Nessian Pit Fiend 5e
  • Nessian Pit Fiend 3.5
Nessian Pit Fiend — Infernal Champion of Nessus
Create

Huge fiend (devil), lawful evil

Armor Class: 21 (natural armor)
Hit Points: 310 (23d12 + 161)
Speed: 40 ft., fly 60 ft.

STRDEXCONINTWISCHA
26 (+8)14 (+2)24 (+7)18 (+4)20 (+5)22 (+6)

Saving Throws: Str +15, Dex +9, Con +14, Wis +12, Cha +13
Skills: Intimidation +13, Perception +12, Insight +12
Damage Resistances: cold; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: fire, poison; necrotic
Condition Immunities: charmed, frightened, poisoned
Senses: truesight 120 ft., passive Perception 22
Languages: Infernal, telepathy 120 ft.
Challenge: 24 (62,000 XP)


Innate Spellcasting

The Nessian Pit Fiend’s innate spellcasting ability is Charisma (spell save DC 21). It can innately cast the following spells, requiring no material components:

  • At will: fireball, detect magic, detect evil and good
  • 3/day each: wall of fire, teleport (self only), dominate person
  • 1/day each: plane shift (self only), meteor swarm

Magic Resistance

The Nessian Pit Fiend has advantage on saving throws against spells and other magical effects.

Magic Weapons

The Nessian Pit Fiend’s natural attacks are magical.


Actions

Multiattack. The Nessian Pit Fiend makes three attacks: one bite and two claws, or two claws and one tail.

  • Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 27 (3d10 + 8) piercing damage plus 14 (4d6) fire damage. Its jagged fangs scorch flesh with searing hellfire.
  • Claw. +15 to hit, reach 10 ft., one target. Hit: 21 (3d6 + 8) slashing damage. Each strike tears through armor and sinew with brutal precision.
  • Tail. +15 to hit, reach 15 ft., one target. Hit: 23 (3d8 + 8) bludgeoning plus 10 (3d6) fire damage.
  • Hellfire Blast (Recharge 5–6). Exhales hellfire in a 60-foot cone. DC 21 Dexterity save for half damage: 63 (18d6) fire damage.

Reactions

Infernal Parry. When a creature the Nessian Pit Fiend can see hits it with a melee attack, it can add +6 to AC against that attack, potentially causing it to miss.


Legendary Actions

The Nessian Pit Fiend can take 3 legendary actions, only one at a time, at the end of another creature’s turn:

  • Move. Up to half speed without provoking opportunity attacks.
  • Claw Attack. Makes a claw attack.
  • Infernal Command (Costs 2). One fiend under its control within 60 ft. uses its reaction to attack or move.
  • Hellfire Burst (Costs 2). One target within 30 ft. must succeed on DC 21 Dexterity save or take 21 (6d6) fire damage.

Tactics

Nessian Pit Fiends dominate the battlefield with ruthless cunning. They often strike from above, using fireball and wall of fire to shape the fight, then swoop in with bite, claws, and tail. Lesser devils or mortals are manipulated into traps or forced pacts. Their combination of flight, spellcasting, and raw strength ensures that fear and fire always serve their command.

Nessian Pit Fiend — Infernal Champion of Nessus
Create

Kain’s 5e Monstrous Manual – Page 28 – Dicefreaks (tapatalk.com)

Huge fiend (devil), lawful evil
________________________________________________________________________________
Armor Class 19 (natural)
Hit Points 456 (24d12 + 168)
Speed 30 ft., fly 60 ft.
________________________________________________________________________________
STR 26 (+8) DEX 14 (+2) CON 24 (+7) INT 22 (+6) WIS 18 (+4) CHA 24 (+7)
________________________________________________________________________________
Saving Throws Dex +9, Con +14, Wis +11
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren’t silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses truesight 120 ft., passive Perception 14
Languages Infernal, telepathy 120 ft.
Treasure mace
Challenge 21 (33,000 XP)

________________________________________________________________________________
Fear Aura. Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a DC 22 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 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 22). The pit fiend can innately cast the following spells as 9th level spells, requiring no material components: 
At will: darkness, detect magic, fireball
3/day each: dispel magic, hold monster, wall of fire

ACTIONS
________________________________________________________________________________
Multiattack. The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail.

Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) piercing damage. The target must succeed on a DC 22 Constitution saving throw or become poisoned. While poisoned in this way, the target can’t 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.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 26 (4d8 + 8) slashing damage.

Mace. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 18 (3d6 + 8) bludgeoning damage plus 21 (6d6) fire damage.

Tail. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.

Nessian Pit Fiend — Infernal Champion of Nessus

The portal that roars into existence causes the entire temple to quake. Accompanying the flames that burst from the maw of the gate is a creature that seems much like a pit fiend at first. The great horns, bat-like wings, serpentine tail, and cloven-hoofed feet are identical to the terror of the pit. Yet, this creature towers 20 feet in height. Accompanying the flames that lick its translucent flesh is a darkness that ripples the surrounding air. The blood red form is covered in muscles and the burning, white eyes glare from a shadowy face. With terrifying quickness, it is upon you!

The Gates of Hell (Dice Freaks)

Grimoire of Cosmic Entities Volume One By Eli Atkinson, William Church and Serge W. Desir, Jr.
Original Concept by Serge W. Desir, Jr.

Full netbook can be found on the following website

Dicefreaks d20 Community

What lies in the depths of Nessus, the lowest of the Nine Perditions, is unknown even to the greatest Powers of Hell. None, not even the Lords of the Nine and the Heirs of Hell, are permitted access to many of the caverns and lowest chambers of the fortress Malsheem without the express permission of Asmodeus. The only beings allowed to wander these forbidden paths are Aesmadeva, The Ashmadia, and the terrible Nessian pit fiends.

These beings are completely loyal to The Overlord of Hell and will do anything to ensure that Asmodeus‘ desires become realities. Although loyal to Asmodeus, Nessian pit fiends are often called upon by the Peerage of Perdition in combat as they tower above even the Dark Ministers and the various governors of Hell in prestige within noble circles. To Asmodeus, it is important to ensure that all of vassals reflect the proper kind of power, so most of the Lords and many Dukes of Hell have scores of Nessian pit fiends at their beck and call.

Nessian pit fiends are larger and more powerful than all other pit fiends. Nessian fiends are never promoted up from lower ranks. Instead, these monstrosities are said to be born straight from the layer of Nessus itself. However, the truth of their origin is far more terrifying. In reality, Nessian pit fiends are born from the ‘blood’ of The Overlord’s true form that lies trapped at the ‘bottom’ of the Pit of Darkness under Malsheem.


Pit Fiend, Nessian
Huge outsider (Devil, Evil, Extraplanar, Lawful)
Hit Dice37d8+370 (666 hp)
Initiative+17 (+9 Dexterity, +8 Superior Initiative)
Speed40 ft., Fly 60 ft. (average)
Armor Class44 (+9 Dexterity, +27 natural, -2 size), touch 17, flat-footed 35
Base Attack/Grapple+37/+62
AttackClaw +52 melee (3d8+17)
Full Attack2 claws +52 melee (3d8+17), bite +50 melee (6d6+8 plus poison and disease), 2 wings +50 melee (3d6+8), tail +50 melee (3d8+8 and constrict)
Space/Reach15 ft. /15 ft.
Special AttacksConstrict 3d8+34, fear aura, improved grab, spell-like abilities, summon devils
Special QualitiesDamage reduction 20/epic, good and silver, Darkvision 60 ft., immunity to fire and poison, resistance to acid 20 and cold 20, regeneration 10, see in darkness, Spell Resistance 41, telepathy 300 ft.
SavesFort +30, Ref +29, Will +32
AbilitiesStrength 45, Dexterity 28, Constitution 31, Intelligence 27, Wisdom 27, Charisma 27
SkillsBalance +13, Bluff +48, Concentration +50, Diplomacy +56, Disguise +48 (+52 acting), Hide +41, Intimidate +52, Jump +25, Knowledge (Arcana) +48, Knowledge (the planes) +48, Knowledge (religion) +48, Listen +48, Move Silently +49, Search +48, Sense Motive +48, Spellcraft +52, Spot +48, Survival +8 (+12 on other planes, +12 tracking), Tumble +49
FeatsAwesome Blow, Cleave, Corrupt Spell-like Ability, Dark Speech, Flyby Attack, Great Cleave, Improved Initiative, Multiattack, Power Attack, Quicken Spell-Like Ability (meteor swarm)
Epic FeatsBlinding Speed, Epic Will, Superior Initiative
EnvironmentNessus, Ninth of the Nine Hells of Perdition
OrganizationSolitary, squad (2d4) or troupe (2d10 plus 4d10 30HD cornugons)
Challenge Rating29
TreasureDouble Standard
AlignmentAlways Lawful Evil
Advancement37-54 HD (Huge)
Pit Fiend, Nessian, By William Blake - The Yorck Project (2002) 10.000 Meisterwerke der Malerei (DVD-ROM), distributed by DIRECTMEDIA Publishing GmbH. ISBN: 3936122202., Public Domain, https://commons.wikimedia.org/w/index.php?curid=147894
By William Blake – The Yorck Project (2002) 10.000 Meisterwerke der Malerei (DVD-ROM), distributed by DIRECTMEDIA Publishing GmbH. ISBN: 3936122202., Public Domain, https://commons.wikimedia.org/w/index.php?curid=147894

Constrict (Ex): A Nessian pit fiend deals 3d8+34 points of damage with a successful grapple check.

Disease (Su): A creature struck by a Nessian pit fiend’s bite attack must succeed on a DC 38 Fortitude save or be infected with a vile disease known as devil chills (incubation period 1d2 days, damage 1d6 Strength). The save DC is Constitution based.

Fear Aura (Su): A Nessian pit fiend can radiate a 20 foot fear aura as a free action. A creature in the area must succeed on a DC 36 Will save or be affected as though by a fear spell (caster level 37th); the Nessian pit fiend can determine which creatures within the radius are affected. A creature that successfully saves cannot be affected again by the aura for 24 hours. Pit fiends, higher ranked devils, and any others so selected by the Nessian pit fiend are immune to the aura. The save DC is Charisma– based.

Improved Grab (Ex): To use this ability, the Nessian pit fiend must hit with its tail attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If the Nessian pit fiend wins the grapple check, it establishes a hold and constricts.

Poison (Ex): Injury, Fortitude DC 38, initial damage 1d8 temporary Constitution, secondary damage death. The save is Constitution based.

Regeneration (Ex): Nessian pit fiends take normal damage from good-aligned silver weapons, and from spells or effects with the good descriptor.

Spell-like Abilities (Sp):

Caster level 37th; save DC 18 + spell level.

Summon Devils (Sp): Thrice per day, a Nessian pit fiend can automatically summon 4 lemures, barbazu, or osyluths, or 3 cornugons, erinyes, gelugons, or hamatulas.

This is equivalent to a 9th level spell.

Scroll to Top