Legendary Resistance (3/Day). If the Infernal Queen fails a saving throw, it can choose to succeed instead.
Infernal Legacy. Infernal creatures ignore a target's resistance to Fire or Necrotic damage
Infernal Lust. All Infernal 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 Evasion. When an Infernal creature is subjected to a spell effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Infernal Sense. The Infernal Queen is aware of the presence of creatures within 5 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each one’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in this manner.
Spellcasting. The Infernal Queen is a 20th level spellcaster. Its spellcasting ability is Intelligence (DC 24, +18 to hit with spell attacks). The Infernal Queen has the following spells prepared: (0) Mind Sliver, (1st) Shield, (1st) Silvery Barbs, (2nd) Mirror Image, (2nd) Vortex Warp, (3rd) Counterspell, (3rd) Dispel Magic, (3rd) Sleet storm, (3rd) Slow, (4th) Fire Shield, (4th) Raulothim's Psychic Lance, (4th) Sickening Radiance, (5th) Synaptic Static, (5th) Wall of Force, (6th) Disintegrate, (6th) Mass Suggestion, (7th) Forcecage, (8th) Feeblemind, (9th) Imprisonment
Infernal Chaos. Ranged Weapon Attack: +18 to hit, range 150/300ft., one-three targets. Hit: 40 (6d12 + 7) force damage. and the target is stunned until the end of their next turn.
Infernal Calling. The Infernal Queen utters a phrase in a forbidden language and targets one or two creatures she can see within 100 feet of her. Each target must succeed on a DC 24 Wisdom saving throw or take 40 (6d10+7) psychic 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.
Infernal Plague. The Infernal Queen touches one creature within 30 feet of her. The target must succeed on a DC 26 Constitution saving throw or take 44 (8d10) necrotic damage and be petrified for 1 minute. On a successful save, the target takes half as much damage with no additional effects. Recharge 5-6 (1d6)
Infernal Step. The Infernal Queen magically teleports, along with any equipment she is wearing and carrying, up to 120 feet to an unoccupied space she can see.
Infernal Fury. After making a melee attack infernal creatures can move up to half their base speed as a Reaction without provoking opportunity attacks.
Infernal Absolute Cancel (4/Day). When the Infernal Queen sees a creature within 60 feet of her casting a spell, she tries to interrupt it. If the creature is casting a spell using a spell slot of 8th level or lower, its spell fails and has no effect. If it is casting a 9th-level spell, it must succeed on a DC 24 Intelligence saving throw, or the spell fails and has no effect.
Infernal Mind. The Infernal Queen can take one reaction on every turn in combat.
The Infernal Queen 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. The Infernal Queen regains spent legendary actions at the start of its turn.
Infernal Chaos (Costs 1 Action).
Infernal Calling (Costs 1 Action).
Infernal Plague (Costs 2 Actions).
Infernal Beguilement (Costs 3 Actions). The Infernal Queen targets one creature she can see within 100 feet of her. The target must succeed on a DC 24 Charisma saving throw or be possessed by a demon spirit. While possessed, the target must obey the Infernal Queen's commands. The target can repeat the saving throw at the end of each of its turns, banishing the demon spirit and ending the effect on itself on a success.
Description
The Summoner, a cunning adversary, is primarily a defensive summoning unit. As the demon-horde swarms the enemy, the Summoner sustains the battle by opening a rift to Hell and calling forth reinforcements. To prevent being overrun by the relentless horde, the Summoner should become a primary target in any battle strategy.
When directly challenged in combat, the Summoner is capable of channeling Hell's energy into an Argent wave. Although this wave kills most humans, an occasional victim will be transformed into The Possessed.
Surviving an Argent wave attack is extremely unlikely but does not appear to be random. There is evidence that the Summoner selects the most resilient of combatants for induction to the army of Hell.
The Lazarus Project has managed to successfully capture several Summoner demons. The imprisonment process requires careful preparation, as a Summoner will immediately launch multiple Argent wave attacks when trapped. To prevent this, Hell's energy must be continuously drained from the demon until it is sufficiently sedated. Anatomical study of the Summoner suggests that it is a highly evolved sub-genus of the Imp form.
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