Armor Class 21 (natural armor)
Hit Points 286 (22d10 + 176)
Speed 40 ft., Fly 90 ft.
STR
25 (+7)
DEX
15 (+2)
CON
26 (+8)
INT
20 (+5)
WIS
17 (+3)
CHA
22 (+6)
Saving Throws DEX +7, WIS +8, CHA +11
Skills Arcana +13, History +13, Insight +8, Nature +13, Survival +11
Damage Resistances Acid, Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Lightning, Poison, Radiant, Thunder
Condition Immunities Paralyzed, Petrified, Poisoned, Prone
Senses Blindsight 30 ft., Darkvision 120 ft., Truesight 90 ft., Passive Perception 13
Languages Common, Ignan, Primordial, Terran
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Legendary Resistance (3/day). If Amon fails a saving throw he may choose to succeed instead.

Elemental Demise. If the Ifrit dies, its body disintegrates into a burst of fire and ash, leaving behind only equipment the Ifrit was wearing or carrying.

Legendary Resistance (3/day). If Amon fails a saving throw he may choose to succeed instead.

Elemental Demise. If the Ifrit dies, its body explodes into a [Tooltip Not Found].

Innate Spellcasting. The Ifrit's innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: wall of fire, detect evil and good, detect magic, [Tooltip Not Found], purify food and drink, fire storm,

3/day each: tongues, [Tooltip Not Found], water walk, flame strike

1/day each: conjure elemental (fire elemental only), gaseous form, invisibility, plane shift, wish

 

Actions

Multiattack. The Ifrit makes Great Sword attacks.

Great Sword. Melee or Ranged Weapon Attack: +13 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 13 (2d6 + 7) slashing damage, + 10d10 fire damage.

Fire Jet. The Ifrit magically shoots fire in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw. On a failure, a target takes 30 (10d6) fire damage and, if it is Huge or smaller, is pushed up to 20 feet away from the Ifrit and knocked prone. On a success, a target takes half the fire damage, but is neither pushed nor knocked prone.

Reactions

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Legendary Actions

Amon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Baal regains spent legendary actions at the start of its turn.

Detect. Amon makes a Wisdom (Perception) check.

Heroism. Amon may bolster up to 6 ally's with the heroism spell who are within 60 foot of him.

Radiant Storm of Wrath (Costs 2 Actions). Amon dose 64 (16d8) radiant damage to all targets who fail a DC 20 Dexterity savings throw that are within 90 foot of him, or half as much to those who are successful.

Monster Tags: Genie

Habitat: CoastalUnderwater

Zika_Kai

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