Infernal (5e Creature)
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Large elemental, chaotic evil
Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Burning Steps. Each space that the infernal took is set to flame for 3 (1d4 + 1) turns, every creature that steps on it takes 5 (1d10) fire damage each turn.
Fire Aura. At the start of each of the infernal's turns, each creature within 5 feet of it takes 7 (2d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the infernal or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage.
Hellish Flames. Fire damage dealt by the infernal ignores resistance.
Immolate. When a creature is killed by fire damage caused by the infernal, the creature becomes ash.
Innate Spellcasting. The infernal's spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The infernal can innately cast the following spells, requiring no material components:
Multiattack. The infernal makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage and 3 (1d6) fire damage.
Hellfire Breath. (Recharge 6) The infernal exhales green flames in a 15-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful save.