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System Reference Document 5.2.1
MOD SAVE MOD SAVE MOD SAVE
Str 26 +8 +8 Dex 14 +2 +8 Con 24 +7 +7
Int 22 +6 +6 WIS 18 +4 +10 Cha 24 +7 +7
Skills Perception +10, Persuasion +19
Resistances Cold
Immunities Fire, Poison; Poisoned
Senses Truesight 120 ft.; Passive Perception 20
Languages Infernal; telepathy 120 ft.
CR 20 (XP 25,000; PB +6)
Traits
Diabolical Restoration. If the pit fiend dies outside the 
Nine Hells, its body disappears in sulfurous smoke, and 
it gains a new body instantly, reviving with all its Hit 
Points somewhere in the Nine Hells.
Fear Aura. The pit fiend emanates an aura in a 20-
foot Emanation while it doesn’t have the Incapacitated 
condition. Wisdom Saving Throw: DC 21, any enemy 
that starts its turn in the aura. Failure: The target has 
the Frightened condition until the start of its next turn. 
Success: The target is immune to this pit fiend’s aura 
for 24 hours.
Legendary Resistance (4/Day). If the pit fiend fails a 
saving throw, it can choose to succeed instead.
Magic Resistance. The pit fiend has Advantage on sav-
ing throws against spells and other magical effects.
Actions
Multiattack. The pit fiend makes one Bite attack, two 
Devilish Claw attacks, and one Fiery Mace attack.
Bite. Melee Attack Roll: +14, reach 10 ft. Hit: 18 (3d6 
+ 8) Piercing damage. If the target is a creature, it must 
make the following saving throw. Constitution Saving 
Throw: DC 21. Failure: The target has the Poisoned 
condition. While Poisoned, the target can’t regain Hit 
Points and takes 21 (6d6) Poison damage at the start of 
each of its turns, and it repeats the save at the end of 
each of its turns, ending the effect on itself on a suc-
cess. After 1 minute, it succeeds automatically.
Devilish Claw. Melee Attack Roll: +14, reach 10 ft. Hit: 
26 (4d8 + 8) Necrotic damage.
Fiery Mace. Melee Attack Roll: +14, reach 10 ft. Hit: 22 
(4d6 + 8) Force damage plus 21 (6d6) Fire damage.
Hellfire Spellcasting (Recharge 4–6). The pit fiend 
casts Fireball (level 5 version) twice, requiring no Mate-
rial components and using Charisma as the spellcasting 
ability (spell save DC 21). It can replace one Fireball 
with Hold Monster (level 7 version) or Wall of Fire.
Planetar
Planetar
Large Celestial (Angel), Lawful Good
AC 19  Initiative +10 (20)
HP 262 (21d10 + 147)
Speed 40 ft., Fly 120 ft. (hover)
MOD SAVE MOD SAVE MOD SAVE
Str 24 +7 +12 Dex 20 +5 +5 Con 24 +7 +12
Int 19 +4 +4 WIS 22 +6 +11 Cha 25 +7 +12
Skills Perception +11
Resistances Radiant
Immunities Charmed, Exhaustion, Frightened
Senses Truesight 120 ft.; Passive Perception 21
Languages All; telepathy 120 ft.
CR 16 (XP 15,000; PB +5)
Traits
Divine Awareness. The planetar knows if it hears a lie.
Exalted Restoration. If the planetar dies outside Mount 
Celestia, its body disappears, and it gains a new body 
instantly, reviving with all its Hit Points somewhere in 
Mount Celestia.
Magic Resistance. The planetar has Advantage on sav-
ing throws against spells and other magical effects.
Actions
Multiattack. The planetar makes three Radiant Sword 
attacks or uses Holy Burst twice.
Radiant Sword. Melee Attack Roll: +12, reach 10 ft. 
Hit: 14 (2d6 + 7) Slashing damage plus 18 (4d8) Radi-
ant damage.
Holy Burst. Dexterity Saving Throw: DC 20, each en-
emy in a 20-foot-radius Sphere centered on a point the 
planetar can see within 120 feet. Failure: 24 (7d6) Radi-
ant damage. Success: Half damage.
Spellcasting. The planetar casts one of the following 
spells, requiring no Material components and using 
Charisma as spellcasting ability (spell save DC 20):
At Will: Detect Evil and Good
1/Day Each: Commune, Control Weather, Dispel Evil 
and Good, Raise Dead
Bonus Actions
Divine Aid (2/Day). The planetar casts Cure Wounds, 
Invisibility, Lesser Restoration, or Remove Curse, using 
the same spellcasting ability as Spellcasting.