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.
When an Azer is reduced too rubble in the lower planes, sometimes their pieces absorb the fell magic of the place, and they are transformed into an Infernal. Forsaken by Azers, these creatures can be found throughout the lower planes, although those in the nine hells are usually fighting devils. Most Infernals, however, fight under the banner of a Demon Lord. Some Infernals created by the spell infernal rain are even less intelligent, with an intelligence score of 8, and a modifier of -2