Large Aberration, Chaotic Neutral
Armor Class 13 Natural Armor
Hit Points 80 (10d8 + 35)
Speed 40 ft.
STR
15 (+2)
DEX
10 (+0)
CON
15 (+2)
INT
8 (-1)
WIS
8 (-1)
CHA
17 (+3)
Saving Throws STR +4, CON +4, WIS +1, CHA +5
Skills Athletics +4, Intimidation +5, Perception +1, Stealth +2
Damage Vulnerabilities Force
Damage Resistances Psychic
Condition Immunities Exhaustion, Incapacitated, Restrained
Senses Darkvision (120ft), Passive Perception 11
Languages Infernal
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Maddening Presence. The flames that make the beast dance and twirl with the tides of chaos. The first time this creature enters the line of sight of another creature while unobscured, they must roll a DC 13 Wisdom saving throw or take 7 (2d6) psychic damage and get the paralyzed condition.

Spellcasting. The Beast of the Inferno's spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:

At will: Control Flames, Create Bonfire, Firebolt, Primal Savagery

1/day each: Chaos Bolt, Dissonant Whispers, Hellish Rebuke, Hex, Inflict Wounds, Witch Bolt.

Actions

Maddening Roar (Recharge 5-6). The beast screeches with a piercing insanity. The flames crawl higher into the night. Each creature within 15ft must roll a DC 13 Wisdom saving throw or take 2 psychic damage and gain a random condition from the following list:

Blinded, Charmed, Deafened, Frightened, Incapacitated, Paralyzed, Poisoned, Stunned.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 8 (1d10 + 2) slashing damage and 1 psychic damage.

Thatdoode96

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