
A mist-shrouded land where cobbled streets hum with steam engines and arcane energy alike, Velgrave is a beacon of unity between species and forces—magic and machine, dragon and dwarf, elf and human. Its rolling green hills, jagged mountains, and glimmering rivers make it a land of both ancient power and modern innovation. While progress churns in its cities, the countryside still clings to old secrets and forgotten spells.
Played | 2 times |
Cloned | 0 times |
Created | 17 days ago |
Last Updated | 17 days ago |
Visibility | Public |

Size | Large |
Type | Fiend |
CR | 20 |
XP | 25000 |
Languages | Infernal, telepathy 120 ft. |
Armor Class | 19 |
HP Range | 192 - 408 (Avg: 300) |
Damage Vulnerabilities | None |
Damage Resistances | , |
Damage Immunities | , |
Condition Immunities |
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'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: +14 to hit, reach 10 ft. , one target. Hit: 17 (2d8 + 8) slashing damage.
Mace
Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage plus 21 (6d6) fire damage.
Multiattack
The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail.
Tail
Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit: 24 (3d1O + 8) bludgeoning damage.