If the Infernal fails a saving throw, it can choose to succeed instead.
Magic Resistance.
The Infernal has advantage on saving throws against spells and other magical effects. Spell attacks against it have disadvantage.
Divine Abomination.
The Infernal can willingly ignore any effect that would alter its shape, affect its mind, or reduce its ability scores. It cannot be targeted by divination spells or similar effects, and sensors created by divination cannot perceive it.
Learning Immunity.
If the Infernal is affected by a spell cast by a specific spellcaster, it becomes permanently immune to that spell when cast by that same caster. (Example: If Mordenkainen hits it with blight, it becomes forever immune to Mordenkainen’s blight, but Elminster’s blight still works.)
Spell Drain.
Whenever the Infernal hits a creature with a weapon attack, that creature loses one of its highest-level spell slots or innate spell uses (if any).
If it has no spell slots, it instead takes 1 Intelligence damage.
A creature reduced to 3 Intelligence or lower is affected as if by feeblemind.
At 0 Intelligence, the creature becomes incapacitated, unable to move, act, or react—effectively unconscious.
Innate Spellcasting.
The Infernal’s innate spellcasting ability is Charisma (spell save DC 25, +17 to hit with spell attacks). It can innately cast the following spells, requiring no components:
At will: fireball, detect thoughts, glyph of warding, teleport, fear, suggestion, detect magic, animate dead, protection from evil and good, favored by the gods, greater invisibility, major image, telekinesis, negative energy flood
1/day each: meteor swarm, fire storm
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Actions
Multiattack.
The Infernal makes six attacks. It may replace one attack with a spell cast that uses an action or bonus action.
Rend.
Melee Weapon Attack: +16 to hit, reach 15 ft., one target.
Hit: 27 (4d8 + 9) piercing or slashing damage (ignores resistances), and the target is grappled (escape DC 26).
Slam.
Melee Weapon Attack: +16 to hit, reach 15 ft., up to two targets.
Hit: 23 (4d6 + 9) bludgeoning damage, and the target is knocked prone.
Infernal Sphere (Recharge after a Rest).
The Infernal hurls a sun-bright magical sphere at a point within 300 ft. It explodes, dealing 45 (10d8) acid, fire, lightning, and thunder damage in a 60-ft-radius sphere.
Creatures must succeed on a DC 25 Dexterity save or take full damage (half on success).
All nonmagical objects, structures, wall spells, and force effects in the area are destroyed.
This effect counts as a 10th-level spell and cannot be countered.
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Legendary Actions
The Infernal can take 3 legendary actions, choosing from the options below. Only one can be used at a time, and only at the end of another creature’s turn. It regains all spent legendary actions at the start of its turn.
Terrifying Offensive (1 Action).
The Infernal makes one attack or casts an at-will spell.
Flame Step (1 Action).
The Infernal teleports to an unoccupied space within 600 ft.
Creatures within 10 ft. of its destination take 21 (6d6) fire damage and are knocked prone.
Summon Fiend (3 Actions, Recharge after a Rest).
The Infernal summons 1d4 balors (chaotic) or pit fiends (lawful), appearing in unoccupied spaces within 120 ft.
They act on its initiative and obey its commands without requiring actions.
They remain for 1 hour or until reduced to 0 HP.
“Translated by AI, English is not my native language, may not be accurate.”
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Infernal
Large fiend (titan), chaotic evil (50%) or lawful evil (50%)
Armor Class 23 (natural armor)
Hit Points 666 (43d10 + 430)
Speed 80 ft., fly 240 ft. (hover)
STR 28 (+9), DEX 24 (+7), CON 30 (+10),
INT 22 (+6), WIS 26 (+8), CHA 30 (+10)
Saving Throws Dex +14, Con +17, Wis +13, Cha +17
Skills Athletics +16, Arcana +20, Perception +13, Insight +13, Intimidation +17
Damage Immunities psychic, necrotic, poison; nonmagical damage
Damage Resistances fire, cold, lightning; bludgeoning, piercing, and slashing from nongood creatures
Condition Immunities charmed, frightened, poisoned, petrified
Senses truesight 120 ft., darkvision 120 ft., passive Perception 23
Languages all, telepathy 1000 ft.
Challenge 23 (Proficiency Bonus +7)
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Legendary Resistance (4/Day).
If the Infernal fails a saving throw, it can choose to succeed instead.
Magic Resistance.
The Infernal has advantage on saving throws against spells and other magical effects. Spell attacks against it have disadvantage.
Divine Abomination.
The Infernal can willingly ignore any effect that would alter its shape, affect its mind, or reduce its ability scores. It cannot be targeted by divination spells or similar effects, and sensors created by divination cannot perceive it.
Learning Immunity.
If the Infernal is affected by a spell cast by a specific spellcaster, it becomes permanently immune to that spell when cast by that same caster. (Example: If Mordenkainen hits it with blight, it becomes forever immune to Mordenkainen’s blight, but Elminster’s blight still works.)
Spell Drain.
Whenever the Infernal hits a creature with a weapon attack, that creature loses one of its highest-level spell slots or innate spell uses (if any).
If it has no spell slots, it instead takes 1 Intelligence damage.
A creature reduced to 3 Intelligence or lower is affected as if by feeblemind.
At 0 Intelligence, the creature becomes incapacitated, unable to move, act, or react—effectively unconscious.
Innate Spellcasting.
The Infernal’s innate spellcasting ability is Charisma (spell save DC 25, +17 to hit with spell attacks). It can innately cast the following spells, requiring no components:
At will: fireball, detect thoughts, glyph of warding, teleport, fear, suggestion, detect magic, animate dead, protection from evil and good, favored by the gods, greater invisibility, major image, telekinesis, negative energy flood
1/day each: meteor swarm, fire storm
---
Actions
Multiattack.
The Infernal makes six attacks. It may replace one attack with a spell cast that uses an action or bonus action.
Rend.
Melee Weapon Attack: +16 to hit, reach 15 ft., one target.
Hit: 27 (4d8 + 9) piercing or slashing damage (ignores resistances), and the target is grappled (escape DC 26).
Slam.
Melee Weapon Attack: +16 to hit, reach 15 ft., up to two targets.
Hit: 23 (4d6 + 9) bludgeoning damage, and the target is knocked prone.
Infernal Sphere (Recharge after a Rest).
The Infernal hurls a sun-bright magical sphere at a point within 300 ft. It explodes, dealing 45 (10d8) acid, fire, lightning, and thunder damage in a 60-ft-radius sphere.
Creatures must succeed on a DC 25 Dexterity save or take full damage (half on success).
All nonmagical objects, structures, wall spells, and force effects in the area are destroyed.
This effect counts as a 10th-level spell and cannot be countered.
---
Legendary Actions
The Infernal can take 3 legendary actions, choosing from the options below. Only one can be used at a time, and only at the end of another creature’s turn. It regains all spent legendary actions at the start of its turn.
Terrifying Offensive (1 Action).
The Infernal makes one attack or casts an at-will spell.
Flame Step (1 Action).
The Infernal teleports to an unoccupied space within 600 ft.
Creatures within 10 ft. of its destination take 21 (6d6) fire damage and are knocked prone.
Summon Fiend (3 Actions, Recharge after a Rest).
The Infernal summons 1d4 balors (chaotic) or pit fiends (lawful), appearing in unoccupied spaces within 120 ft.
They act on its initiative and obey its commands without requiring actions.
They remain for 1 hour or until reduced to 0 HP.
“Translated by AI, English is not my native language, may not be accurate.”