Pit FiendLarge fiend (devil)
Fear Aura. Any creature hostile to the pit fiend that starts its turn within 4 meters of the pit fiend must make a Difficulty 21 Will 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.
Spellcasting. The pit fiend uses Divinity (Cha) to cast spells (spell save Difficulty 21, +13 to hit with spell attacks). It has 19 mana, a mana limit of 4, regains all expended mana when it finishes a long rest and regains half its total mana (rounded up) when it finishes a short rest. It knows the following spells:
1 mana: agonizing bargain, ash fall, [burning hands](/spells/burning-hands), continual flame, fiery rebuke, flaming weapon, immolation, protection from fire, pyrotechnics, rising phoenix, scorching bolts, searing burst, searing strike
Bite (1/turn). Melee Weapon Attack: +14 to hit, reach 1 m. Hit: 22 (4d6 + 8) piercing damage. The target must succeed on a Difficulty 21 Fortitude saving throw or become poisoned. While poisoned in this way, the target can’t regain health, 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 (1/turn). Melee Weapon Attack: +14 to hit, reach 2 m. Hit: 17 (2d8 + 8) slashing damage.
Mace (1/turn). Melee Weapon Attack: +14 to hit, reach 1 m. Hit: 15 (2d6 + 8) bludgeoning damage, or 17 (2d8 + 8) bludgeoning damage if used with two hands, plus 21 (6d6) fire damage.
Tail (1/turn). Melee Weapon Attack: +14 to hit, reach 2 m. Hit: 24 (3d10 + 8) bludgeoning damage.
Variant: Summon Devil (1/long rest). The pit fiend summons 2d4 bearded devils, 1d4 barbed devils, or one erinyes with no chance of failure. A summoned devil appears in an unoccupied space within 10 meters of its summoner, acts as an ally of its summoner, and can’t summon other devils. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it on its turn (no action required).
No concoctions, maneuvers, or spells
All creatures in this system should have maneuvers or spells. You should add some maneuvers or spells to this creature. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all creatures via https://github.com/mlenser/kryx-rpg-issues/issues/9.