Adamantine Plating. Hellfire cannot be struck with a critical hit.
Magic Resistance. Hellfire has advantage on saving throws against spells and other magical effects.
Immutable Form. Hellfire is immune to effects that would alter his form.
Burning Resolution. Hellfire cannot be killed by natural means. As long as his resolve is strong, the soul within his body survives and continues living. The only means of "killing" Hellfire are to trap him in a situation that he cannot escape.
Indomitable. Hellfire can only be moved by spells of 6th level or higher, and can only be pushed with a DC 25 Strength check. If Hellfire is below 10 hit points, this Strength check becomes DC 15. Additionally, Hellfire immediately sinks in water and cannot swim.
Break Down. When Hellfire reaches 0 hit points, he does not die. Instead, he enters Break Down mode. When in this mode, each of his attacks and saving throws are rolled at disadvantage, and his speed is halved. Regaining hit points ends these effects until he once again reaches 0 hit points.
Short Circuit. If Hellfire is submerged into water, he takes 1d4 lightning damage and is stunned until he is removed from the water.
Secret Immunity. Hellfire is immune to effects from the spells Magic Missile, Ensnaring Strike, and Thunderwave.
Faulty Wiring. A creature that touches Hangfire takes 3d6 lightning damage.
Flame Absorption. When Hellfire takes fire damage, he instead takes no damage and regains the damage dealt as hit points. If Hellfire is standing in an open flame, he regains 2d6 hit points each turn he is in the flame.
Infernal Hardware. Hellfire can cast the following spells (Spell save DC 18, +8 to hit with spell attacks) requiring no material components.
at will: Pyrotechnics, Create Bonfire, Firebolt
2/day: Burning Hands, Grease
1/day each: Flame Strike, Fireball, Scorching Ray (6th level)
Multiattack. Hellfire makes three attacks using any of his weapons. He can also cast Create Bonfire after making these attacks
Flametongue. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 2d8+ 5 slashing damage (3d8 when using two hands), plus 2d6 fire damage when activated.
Flaming Steel Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 1d10+5 slashing damage plus 2d8 fire damage.
Oil Shot. Ranged Weapon Attack: +10 to hit, range 20/30 ft., 1 target. Hit: The target is now covered in black oil and must make a DC 16 Constitution saving throw or be blinded until the end of their next turn, or until they use a bonus action to clear the oil. Additionally, The next time the target takes fire damage, they take an additional 2d6 fire damage. Hellfire may choose to target an area rather than a creature. Hellfire can instead choose a 10 by 10 foot area of solid ground, and that area of ground lights aflame. These flames stay lit for 3 turns, unless the area is made of flammable material, then the flames last until the area itself burns awa.
Spiked Boot. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 1d8+5 bludgeoning damage, plus 2d4 piercing damage.
Reveal Humanity. Hellfire's face plates fling open, revealing his burnt remains inside. The first time a creature sees his face, they must make a DC 16 Wisdom saving throw or be frightened for 1 minute. A frightened creature can remake this saving throw at the end of each of their turns, ending the effect on a success.
Scorch. When hit by a nonmagical wooden melee weapon, Hangfire scorches the weapon, giving it a permanent -1 penalty. Once the penalty becomes -3, the weapon is destroyed, burning into ashes.
Parry. Hangfire adds +4 to his armor class against one melee attack that would hit him. He must be wielding his Flametongue to use this reaction. If this reaction prevents the attack from hitting him, the attacker takes 5 Fire damage.
Hellfire has 3 Legendary Actions. He can only take one action at a time and only at the end of another creature's turn. He regains all spent Legendary Actions at the start of his next turn.
Incenidary. Hellfire casts Create Bonfire.
Patronize (Costs 2 Actions). Using harsh words of wisdom and woe, Hellfire makes an Intimidation check against a target within 10 feet of him, contested by their roll. If Hellfire succeeds, the target is frightened of him until the start of their next turn.
Flametongue (Costs 2 Actions). Hellfire makes one Flametongue attack with two hands.
Combust (Costs 3 Actions). Each space within 10 feet of Hellfire becomes covered in oil. Each creature within these spaces must make a DC 15 Dexterity saving throw or fall prone. Hellfire then lights the area aflame. Each creature in these spaces take 3d6 fire damage. a prone creature takes 5d6 fire damage.
Command Ally (Costs 2 Actions). One creature of Hellfire's choice within 30 feet of him can make a single weapon attack.
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