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<blockquote data-quote="dave2008" data-source="post: 8223111" data-attributes="member: 83242"><p><strong><span style="font-size: 22px">Infernal</span></strong></p><p><em>Large fiend (titan), any evil alignment</em></p><p><img src="https://www.enworld.org/attachments/1602895912423-png.127561/" alt="1602895912423.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><strong>Armor Class</strong> 20 (natural armor)</p><p><strong>Hit Points</strong> 406 (28d10 + 252; bloodied 203)</p><p><strong>Speed</strong> 60 ft., fly 180 ft.</p><p><img src="https://www.enworld.org/attachments/1602895913676-png.127562/" alt="1602895913676.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><table style='width: 100%'><tr><td><strong>STR</strong></td><td><strong>DEX</strong></td><td><strong>CON</strong></td><td><strong>INT</strong></td><td><strong>WIS</strong></td><td><strong>CHA</strong></td></tr><tr><td>28 (+9)</td><td>25 (+7)</td><td>28 (+9)</td><td>22 (+6)</td><td>26 (+8)</td><td>29 (+9)</td></tr></table><p><img src="https://www.enworld.org/attachments/1602895915157-png.127563/" alt="1602895915157.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><strong>Savings Throws</strong> Dex +14, Con +16, Wis +15, Cha +16</p><p><strong>Skills</strong> acrobatics +14, arcana +13, diplomacy +16, perception +15, stealth +14</p><p><strong>Damage Resistances</strong> cold, fire; bludgeoning, piercing, and slashing that is nonmagical and not adamantine</p><p><strong>Condition Immunities </strong>charmed, exhaustion, frightened, petrified</p><p><strong>Senses</strong> truesight 240 ft., passive Perception 25</p><p><strong>Languages</strong> All, telepathy 240 ft.</p><p><strong>Challenge</strong> 23 (50,000 XP) <strong>Proficiency Bonus</strong> +7</p><p><img src="https://www.enworld.org/attachments/1602895916330-png.127564/" alt="1602895916330.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><strong><em>Abominable</em></strong><em><strong> Nature.</strong></em> The infernal is immune to any spell or effect that would alter its form, control its mind, detect its thoughts, ascertain its emotions, or magic that would put it to sleep.</p><p></p><p><em><strong>Brutal.</strong></em> The infernal's melee attacks deal an extra 10 damage of the attacks type on a hit (included in the attack).</p><p></p><p><strong><em>Adaptive Magic Immunity.</em></strong> Unless it wishes to be affected, the infernal is immune to cantrips. Additionally, if it is targeted by a spell or similar magic, and after any effects or conditions afflicted by the magic end for the infernal, it is immune to the spell or magic for 24 hours.</p><p></p><p><strong><em>Magic Weapons.</em></strong> The infernal’s weapon attacks are magical.</p><p></p><p><strong><em>Unstoppable.</em></strong> At any time, requiring no action, the infernal can take 30 hit points of damage and immediately end one condition or effect it is suffering. After taking the damage, the infernal cannot take reactions until the end of its next turn.</p><p></p><p><strong><u>ACTIONS</u></strong></p><p><strong><em>Multiattack.</em></strong> The infernal makes four melee attacks. The infernal can substitute one Fireball for two melee attacks.</p><p></p><p><strong><em>Claw.</em></strong> <em>Melee Weapon Attack:</em> +16 to hit, reach 5ft., one target. <em>Hit:</em> 26 (2d6 + 19) slashing damage and the target must make a DC 26 Strength saving throw or be grappled.</p><p></p><p><strong><em>Bite.</em></strong> <em>Melee Weapon Attack:</em> +16 to hit, reach 5ft., one target that is incapacitated or grappled by the infernal. <em>Hit:</em> 28 (2d8 + 19) piercing damage and the creature must make a DC 24 Constitution saving throw or its highest available spell slot is spent, as if it had cast a spell, or the infernal regains 30 hit points, or the infernal recharges one of its spent innate spells, or the infernal ends one condition it is suffering.</p><p></p><p><strong><em>Tail.</em></strong> <em>Melee Weapon Attack:</em> +16 to hit, reach 10ft., one target. <em>Hit:</em> 28 (2d8 + 19) bludgeoning damage and the target must make a DC 26 Strength saving throw or be knocked prone.</p><p></p><p><strong><em>Fireball.</em></strong> The infernal selects a point it can see within 150 feet of it. A bolt of flame streaks from its hand to the point and explodes in a 20-foot radius ball of flames. Each creature in the area must make a DC 24 Dexterity saving throw, taking 28 (8d6) fire damage on failed save, or half as much damage on a successful one.</p><p></p><p><strong><em>Innate Spellcasting.</em></strong> The infernal’s spell casting ability is Charisma (spell save DC 24, +16 to hit with attack spells). The infernal can innately cast the following spells, requiring no material components:</p><p></p><p>At-will: <em>detect evil and good, dispel magic, fireball, scrying</em></p><p>3/day each: <em>blight, polymorph, telekinesis, teleport</em></p><p>1/day each:<em> fire storm, symbol</em></p><p></p><p><strong><em>Summon Fiend (1/Day)</em>.</strong> The infernal conjures fiends whose combined average hit points don’t exceed 400. These fiends magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of the infernal and obey its commands until they are destroyed or until it dismisses them as a bonus action.</p><p></p><p><strong><u>REACTIONS</u></strong></p><p><strong><em>Wing Attack.</em> </strong>When two or more creatures end their turn within the infernal's reach, it beats its wings. Each creature within 10 feet of the infernal must succeed on a DC 26 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The infernal can then fly up to half its flying speed.</p></blockquote><p></p>
[QUOTE="dave2008, post: 8223111, member: 83242"] [B][SIZE=6]Infernal[/SIZE][/B] [I]Large fiend (titan), any evil alignment[/I] [IMG alt="1602895912423.png"]https://www.enworld.org/attachments/1602895912423-png.127561/[/IMG] [B]Armor Class[/B] 20 (natural armor) [B]Hit Points[/B] 406 (28d10 + 252; bloodied 203) [B]Speed[/B] 60 ft., fly 180 ft. [IMG alt="1602895913676.png"]https://www.enworld.org/attachments/1602895913676-png.127562/[/IMG] [TABLE] [TR] [TD][B]STR[/B][/TD] [TD][B]DEX[/B][/TD] [TD][B]CON[/B][/TD] [TD][B]INT[/B][/TD] [TD][B]WIS[/B][/TD] [TD][B]CHA[/B][/TD] [/TR] [TR] [TD]28 (+9)[/TD] [TD]25 (+7)[/TD] [TD]28 (+9)[/TD] [TD]22 (+6)[/TD] [TD]26 (+8)[/TD] [TD]29 (+9)[/TD] [/TR] [/TABLE] [IMG alt="1602895915157.png"]https://www.enworld.org/attachments/1602895915157-png.127563/[/IMG] [B]Savings Throws[/B] Dex +14, Con +16, Wis +15, Cha +16 [B]Skills[/B] acrobatics +14, arcana +13, diplomacy +16, perception +15, stealth +14 [B]Damage Resistances[/B] cold, fire; bludgeoning, piercing, and slashing that is nonmagical and not adamantine [B]Condition Immunities [/B]charmed, exhaustion, frightened, petrified [B]Senses[/B] truesight 240 ft., passive Perception 25 [B]Languages[/B] All, telepathy 240 ft. [B]Challenge[/B] 23 (50,000 XP) [B]Proficiency Bonus[/B] +7 [IMG alt="1602895916330.png"]https://www.enworld.org/attachments/1602895916330-png.127564/[/IMG] [B][I]Abominable[/I][/B][I][B] Nature.[/B][/I] The infernal is immune to any spell or effect that would alter its form, control its mind, detect its thoughts, ascertain its emotions, or magic that would put it to sleep. [I][B]Brutal.[/B][/I] The infernal's melee attacks deal an extra 10 damage of the attacks type on a hit (included in the attack). [B][I]Adaptive Magic Immunity.[/I][/B] Unless it wishes to be affected, the infernal is immune to cantrips. Additionally, if it is targeted by a spell or similar magic, and after any effects or conditions afflicted by the magic end for the infernal, it is immune to the spell or magic for 24 hours. [B][I]Magic Weapons.[/I][/B] The infernal’s weapon attacks are magical. [B][I]Unstoppable.[/I][/B] At any time, requiring no action, the infernal can take 30 hit points of damage and immediately end one condition or effect it is suffering. After taking the damage, the infernal cannot take reactions until the end of its next turn. [B][U]ACTIONS[/U] [I]Multiattack.[/I][/B] The infernal makes four melee attacks. The infernal can substitute one Fireball for two melee attacks. [B][I]Claw.[/I][/B] [I]Melee Weapon Attack:[/I] +16 to hit, reach 5ft., one target. [I]Hit:[/I] 26 (2d6 + 19) slashing damage and the target must make a DC 26 Strength saving throw or be grappled. [B][I]Bite.[/I][/B] [I]Melee Weapon Attack:[/I] +16 to hit, reach 5ft., one target that is incapacitated or grappled by the infernal. [I]Hit:[/I] 28 (2d8 + 19) piercing damage and the creature must make a DC 24 Constitution saving throw or its highest available spell slot is spent, as if it had cast a spell, or the infernal regains 30 hit points, or the infernal recharges one of its spent innate spells, or the infernal ends one condition it is suffering. [B][I]Tail.[/I][/B] [I]Melee Weapon Attack:[/I] +16 to hit, reach 10ft., one target. [I]Hit:[/I] 28 (2d8 + 19) bludgeoning damage and the target must make a DC 26 Strength saving throw or be knocked prone. [B][I]Fireball.[/I][/B] The infernal selects a point it can see within 150 feet of it. A bolt of flame streaks from its hand to the point and explodes in a 20-foot radius ball of flames. Each creature in the area must make a DC 24 Dexterity saving throw, taking 28 (8d6) fire damage on failed save, or half as much damage on a successful one. [B][I]Innate Spellcasting.[/I][/B] The infernal’s spell casting ability is Charisma (spell save DC 24, +16 to hit with attack spells). The infernal can innately cast the following spells, requiring no material components: At-will: [I]detect evil and good, dispel magic, fireball, scrying[/I] 3/day each: [I]blight, polymorph, telekinesis, teleport[/I] 1/day each:[I] fire storm, symbol[/I] [B][I]Summon Fiend (1/Day)[/I].[/B] The infernal conjures fiends whose combined average hit points don’t exceed 400. These fiends magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of the infernal and obey its commands until they are destroyed or until it dismisses them as a bonus action. [B][U]REACTIONS[/U] [I]Wing Attack.[/I] [/B]When two or more creatures end their turn within the infernal's reach, it beats its wings. Each creature within 10 feet of the infernal must succeed on a DC 26 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The infernal can then fly up to half its flying speed. [/QUOTE]
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