Infernal Legacy. Infernal creatures ignore a target's resistance to Fire or Necrotic damage
Infernal Lust. All Infernals have advantage against any creature missing any of their Hit Points.
Infernal Protection. Infernal creatures have advantage on saving throws against spells and other magical effects.
Infernal Rite. All Infernal weapon attacks are considered magical.
Infernal Bite. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: 22 (4d8 + 4) slashing damage plus 18 (3d8+4) necrotic damage.
Infernal Blast. Ranged Weapon Attack: +9 to hit, range 60ft/120ft., one target. Hit: 31 (6d8 + 4) necrotic damage. Roll from the table below for effect from the blast.
1. Freezing Blast. The target must make a DC 18 Constitution saving throw. On a failed to save, the target takes (5d6) cold damage, and its speed is halved until the end of its next turn. On a successful save, the target takes half as much damage with no additional effects.
2. Debilitating Blast. The target must succeed on a DC 18 Constitution saving throw or take (5d6) thunder damage and become incapacitated until the end of its next turn. On a successful save, the target takes half as much damage with no additional effects.
3. Repulsion Blast. The target must succeed on a DC 18 Strength saving throw or take (5d6) force damage and be pushed up to 60 feet away. On a successful save, the target takes half as much damage with no additional effects.
4. Paralyzing Blast. The target must succeed on a DC 18 Constitution saving throw or take (5d6) lightning damage and be paralyzed until the end of its next turn. On a successful save, the target takes half as much damage with no additional effects.
5. Confusion Blast. The target must succeed on a DC 18 Wisdom saving throw, or it can’t take reactions until the end of its next turn. On its turn, the target can’t move, and it uses its action to make a melee or ranged attack against a randomly determined creature within range. If the target can’t attack, it does nothing on its turn.
6. Devouring Blast. The target must succeed on a DC 18 Dexterity saving throw or have one of its magic items lose all magical properties until the end of its next turn. If the object is a charged item, it also loses (1d10) charges. Determine the affected item randomly, ignoring single-use items such as potions and scrolls.
7. Sleep Blast. The target must succeed on a DC 18 Wisdom saving throw or fall asleep and remain unconscious until the end of its next turn. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.
8. Charming Blast. The target must succeed on a DC 18 Wisdom saving throw or take (5d6) psychic damage and be charmed until the end of its next turn. On a successful save, the target takes half as much damage with no additional effects.
9. Slowing Blast. The target must succeed on a DC 18 Dexterity saving throw or take (5d6) necrotic damage and be restrained until the end of its next turn. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn but not both. On a successful save, the target takes half as much damage with no additional effects.
10. Doom Blast. The target must succeed on a DC 18 Constitution saving throw or take (5d6) force damage and be stunned until the end of its next turn. On a successful save, the target takes half as much damage with no additional effects.
Infernal Mark of Doom. The Infernal Cacodemon chooses a creature it can see within range and mystically marks it as its quarry for 1 minute. Until the mark ends, it deals an extra (1d6) psychic damage to the target whenever it hits with an attack and has advantage on any Wisdom (Perception) or Wisdom (Survival) check it makes to find the marked creature. If the target drops to 0 Hit Points before this effect ends, the knight can use a Bonus Action on a subsequent turn to mark a new creature.
Infernal Fury. After making a melee attack infernal creatures can move up to half their base speed as a Reaction without provoking opportunity attacks.
Description
Cacodemons are monstrous psionic demons driven by the desire to feed. They display limited intelligence but are so often sent into the fray as their natural size and abilities make them an intimidating weapon for the demon-horde.
When a Cacodemon senses the presence of the living, it will hunt them relentlessly until it gets close enough to gnaw on them using an impressive set of mandibles. To aid the hunt, the Cacodemon has psychoactive narcotic bile which it spews at range. On contact, this bile inhibits the perception of the target and compromises movement. The effects wear off after a few moments, which is often enough time for the lumbering beast to get within bite range.
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