Giant Infernal (5e Creature)

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Giant Infernal

Huge fiend, chaotic evil


Armor Class 22 (natural armor)
Hit Points 270 (20d12 + 140)
Speed 45ft


STR DEX CON INT WIS CHA
30 (+10) 8 (-1) 25 (+7) 15 (+2) 14 (+2) 20 (+5)

Saving Throws Strength +16, Constitution +13
Damage Immunities fire, poison, cold, lightning; bludgeoning, piercing, and slashing from non magical weapons
Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
Senses truesight 120ft., passive perception 12
Languages Infernal
Challenge 20 (25,000 XP)


Legendary Resistance.(3/day) If the giant infernal fails a saving throw, it can choose to succeed instead.

Burning Steps. Each space that the giant infernal took is set to flame for 6 (1d8+1) turns, every creature that step's on it take 16 (3d10) each turn.

Fire Aura. At the start of each of the giant infernal's turns, each creature within 10 feet of it takes 17 (5d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the infernal or hits it with a melee attack while within 10 feet of it takes 17 (5d6) fire damage.

Hellfire Born. Fire damage dealt by the giant infernal ignores resistance and immunities. In addition, fire damage dealt to the giant infernal is absorbed and the giant infernal gains that damage as hit points.

Immolate. When a creature is killed by fire damage caused by the giant infernal, the creature becomes ash.

Siege Monster. The giant infernal deals double damage to objects and structures.

Magic Weapons. Attacks made by the Giant Infernal are considered magical.

Magic Resistance. The giant infernal has advantage on saving throws against spells and other magical effects.

Innate Spellcasting. The giant infernal's spellcasting ability is Charisma (spell save DC 19). The infernal can innately cast the following spells, requiring no material components:

At will: Fireball

3/day each: Wall of Fire, Conjure Minor Elementals* (4th level)

2/day each: Immolation, Durnash's Flames

1/day each: Fire Storm, Conjure Elemental** (8th level)

Actions

Multiattack. The giant infernal makes 4 slam attacks.

Slam. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 32 (4d10 + 10) bludgeoning damage and 4d6 fire damage.

Hellfire Breath. (Recharge 5-6) The giant infernal exhales green flames in a 60ft cone. Each creature in that cone must make a DC 21 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save and half as much on a successful one.

Legendary Actions(3 Actions)

Slam. The giant infernal makes 1 slam attack.

Fire Blast. The giant infernal casts Fireball as a 5th level spell. (2 actions)

Eruption. The giant infernal lets out a massive burst of fire in a 30ft radius, centered on self, creatures within range make a DC 21 Dexterity Saving throw taking 35 (10d6) fire damage on a failed save or half as much on a successful one. (3 actions)


The ground quakes and is set ablaze as this creature walks. Those who fall before it are nothing but ash in the wind. This is fire incarnate. It crawled from the depths of the Nine Hells and is ready to reek havoc through the instrument that is fire.


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gollark: More growing dragons, I mean.
gollark: Maybe one at which there are no fixed limits but the more you have the more views are needed for growth.
gollark: Moar trophies!
gollark: I mean, you could, but mostly just the bizarre Scandinavian-sounding stuff.
gollark: IKEA product names are a vast well of untapped naming potential!
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