Infernal (5e Creature)

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Infernal[edit]

Large elemental, chaotic evil


Armor Class 18 (natural armor)
Hit Points 126 (12d10 + 60)
Speed 35 ft.


STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 20 (+5) 9 (-1) 14 (+2) 13 (+1)

Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire, poison
Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
Senses truesight 120 ft., passive Perception 12
Languages understands the language of its creator but can't speak
Challenge 8 (3,900 XP)


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:

At will: fire bolt
2/day: scorching ray
1/day: fireball

ACTIONS

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.


A blazing Infernal Golem, Source



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