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<blockquote data-quote="GreatestHonor" data-source="post: 9207639" data-attributes="member: 7042229"><p>[ATTACH=full]336227[/ATTACH]</p><p>Picture taken in game by Unknown</p><p></p><p>God of Fire. It was the Infernian who bestowed the gift of fire upon the man in antiquity. He reigned over the ancient kingdom of Solheim until his once-loyal subjects turned against him. The Pyreburner then waged the Astral War that would quench his own life's flame until his own daemonic resurrection by means of the Starscourge.</p><p></p><p><strong>Ifrit the Daemon</strong></p><p><em>Huge Celestial (Deity, Daemon), Chaotic Evil</em></p><p><img src="https://www.enworld.org/attachments/1599001688295-png.125413/" alt="1599001688295.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> 425 (34d12 + 204)</p><p><strong>Speed</strong> 50 ft., fly 20 ft.</p><p><strong>Initiative</strong> 18 (+8)</p><p><img src="https://www.enworld.org/attachments/1599001689306-png.125414/" alt="1599001689306.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>24 (+7)</td><td>26 (+8)</td><td>22 (+6)</td><td>18 (+4)</td><td>20 (+5)</td><td>28 (+9)</td></tr></table><p><img src="https://www.enworld.org/attachments/1599001691083-png.125415/" alt="1599001691083.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><strong>Saving Throws </strong>Str +16, Dex +17, Con +15, Int +13, Wis +14, Cha +18</p><p><strong>Skills </strong>History +22, Perception +23, Religion +22</p><p><strong>Damage Resistance</strong> force, lightning, radiant; bludgeoning, piercing, and slashing</p><p><strong>Damage Immunities</strong> fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks</p><p><strong>Condition Immunities</strong> Blinded, Charmed, Deafened, Exhaustion, Frightened, Poisoned, Stunned</p><p><strong>Senses</strong> darkvision 300 ft., truesight 120 ft., passive Perception 33</p><p><strong>Languages</strong> All, telepathy 300 ft.</p><p><strong>Challenge</strong> 30 (155,000 XP) <strong>Proficiency Bonus</strong> +9</p><p><img src="https://www.enworld.org/attachments/1599001692326-png.125416/" alt="1599001692326.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p><strong><em>Astral Might</em>.</strong> Ifrit’s attacks are considered magical for the purposes of overcoming damage resistances and immunities. In addition, Ifrit ignores damage resistances and treats damage immunities as resistances.</p><p></p><p><em><strong>Astral Nature.</strong></em> Ifrit does not age and cannot be aged by any means. He also does not need to eat, drink, sleep, or breath to survive.</p><p></p><p><strong><em>Daemonic Attacks</em>.</strong> Whenever Ifrit deals damage against another creature other than another daemon, that creature must succeed on a DC 26 Constitution or Charisma saving throw (creature’s choice) or have its hit point maximum reduced by half of the damage dealt. This reduction can be reverted by a short or long rest or the spell <em>lesser restoration</em> or similar magic.</p><p></p><p><strong><em>Fire Absorption</em>.</strong> Any time Ifrit is dealt fire damage, he takes none and instead regains a number of hit points equal to the damage dealt.</p><p></p><p><strong><em>Godly Caster</em>.</strong> Ifrit can cast any at-will spell as a bonus action. In addition, Ifrit can concentrate on up to 2 spells at once. If his concentration is broken, both spells end simultaneously.</p><p></p><p><strong><em>Immolating Aura</em>.</strong> Any creature that enters or starts its turn within 300 feet of Ifrit must make a DC 25 saving throw or gain 1 level of Exhaustion. In addition, any creature that starts its turn within 60 feet of Ifrit takes 21 (6d6) fire damage. Any nonmagical flammable items not being worn or carried within 120 feet of Ifrit ignite, shedding bright light for 20 feet and dim light for another 20 feet.</p><p></p><p><strong><em>Legendary Resistance</em>.</strong> If Ifrit fails a saving throw he can expend one unused legendary action to succeed instead.</p><p></p><p><strong><em>Limited Magic Immunity</em>.</strong> Unless he wishes to be affected, Ifrit is immune to spells of 3rd level or lower and has Advantage on saving throws against all other spells and magical effects.</p><p></p><p><strong><u>ACTIONS</u></strong></p><p><strong><em>Multiattack</em>.</strong> Ifrit uses his Flames of Rage if available, then makes three attacks.</p><p></p><p><strong><em>Blazing Scimitar</em>.</strong> <em>Melee Weapon Attack:</em> +17 to hit, reach 20 ft., one target. <em>Hit.</em> 21 (3d8 + 8) slashing damage plus 14 (4d6) fire damage.</p><p></p><p><strong><em>Enraged Scimitar (Flames of Rage Only)</em>.</strong> <em>Melee Weapon Attack:</em> +19 to hit, reach 20 ft., one target. <em>Hit.</em> 23 (3d8 + 10) slashing damage plus 14 (4d6) fire damage.</p><p></p><p><strong><em>Flames of Rage (1/Long Rest)</em>.</strong> Ifrits Strength score increases by 6 and the fire damage dealt by his <em>Immolating Aura</em> trait is increased to 42 (12d6) fire damage. Ifrit maintains these effects for 1 minute or until he loses concentration, whichever happens first.</p><p></p><p><em><strong>Innate Spellcasting.</strong></em> Ifrit’s spellcasting ability is Charisma (spell save DC 25, +17 to hit with spell attacks). Ifrit can innately cast the following spells at 5th-level or higher, requiring no components:</p><p></p><p>At-will: <em>commune (other Astrals only), cone of cold (fire damage), control flames, fireball, greater restoration, heat metal</em></p><p>3/Rest each: <em>bestow curse, delayed blast fireball, flaming sphere (4 individual orbs), immolation, planeshift (self only), remove curse, scorching ray</em></p><p>1/Rest each: <em>astral projection, meteor swarm (no bludgeoning damage), wall of fire (9th level), teleport</em></p><p></p><p><strong><u>BONUS ACTIONS</u></strong></p><p><em><strong>Spellcast.</strong></em> Ifrit casts an at-will spell.</p><p></p><p><strong><u>REACTIONS</u></strong></p><p><em><strong>Disrupt Fire Spell.</strong></em> If a creature Ifrit can see attempts to cast a spell such as <em>fireball</em>, <em>scorching ray</em>, or another spell or a magical effect that would deal fire damage or directly manipulate fire in any way, Ifrit stops the effects of the spell or magical effect from occurring.</p><p></p><p><strong><em>Parry</em>.</strong> Ifrit gains +9 to his AC against one attack that he can see.</p><p></p><p><strong><u>LEGENDARY ACTIONS</u></strong></p><p>Ifrit 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. Ifrit regains spent legendary actions at the start of his turn.</p><p></p><p><strong><em>Attack</em>.</strong> Ifrit makes one attack against a creature within range.</p><p></p><p><strong><em>Spellcast (Costs 2 Actions)</em>.</strong> Ifrit casts an at-will spell.</p><p></p><p><strong><u>MYTHIC ACTIONS</u></strong></p><p>If Ifrit’s mythic trait is active, he can use the options below as legendary actions for 1 hour:</p><p></p><p><strong><em>Spellcast (Costs 3 Actions</em>).</strong> Ifrit casts an innate spell.</p><p></p><p><strong><em>Hellfire (Costs 3 Actions, 1/Long Rest)</em>.</strong> Ifrit chooses a point he can see within 120 feet and creates a 1,000-foot tall cylinder with a 60-foot radius of opaque flames centered on that point. All creatures within this area must make a DC 25 Dexterity saving throw, takin 38 (11d6) fire damage plus 38 (11d6) necrotic damage on a failed save, or half as much on a success. A creature without resistance or immunity to fire damage (ignoring Astral Might) is considered vulnerable to this damage.</p><p></p><p><img src="https://www.enworld.org/attachments/1599001688295-png.125413/" alt="1599001688295.png" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p style="text-align: center"><strong><u>VARIANT</u></strong></p><p><strong>Aspect of Ifrit.</strong> Before his fall at the Rock of Ravatough and transformation into a daemon at the hands of Ardyn, Ifrit was apart of the Hexatheon. This version of Ifrit shares the same statblock as Ifrit the Daemon but loses the <em>daemon</em> creature sub-type and all necrotic damage dealt by his attacks is instead force damage. In addition, the Aspect of Ifrit loses the <em>Daemonic Attacks</em> trait and gains <em>God of Fire</em> trait:</p><p></p><p><em><strong>God of Fire (2/Short or Long Rest).</strong></em> If Ifrit would be reduced to 0 hit points, he immediately gains all the benefits from long rest, except for replenishing any of this feature’s expended uses. Additionally, he can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 155,000 XP (465,000 XP total) for each time it defeats the aspect and its <em>God of Fire</em> trait activates.</p></blockquote><p></p>
[QUOTE="GreatestHonor, post: 9207639, member: 7042229"] [ATTACH type="full" alt="IMG_0703.png"]336227[/ATTACH] Picture taken in game by Unknown God of Fire. It was the Infernian who bestowed the gift of fire upon the man in antiquity. He reigned over the ancient kingdom of Solheim until his once-loyal subjects turned against him. The Pyreburner then waged the Astral War that would quench his own life's flame until his own daemonic resurrection by means of the Starscourge. [B]Ifrit the Daemon[/B] [I]Huge Celestial (Deity, Daemon), Chaotic Evil[/I] [IMG alt="1599001688295.png"]https://www.enworld.org/attachments/1599001688295-png.125413/[/IMG] [B]Armor Class[/B] 20 (Natural Armor) [B]Hit Points[/B] 425 (34d12 + 204) [B]Speed[/B] 50 ft., fly 20 ft. [B]Initiative[/B] 18 (+8) [IMG alt="1599001689306.png"]https://www.enworld.org/attachments/1599001689306-png.125414/[/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]24 (+7)[/TD] [TD]26 (+8)[/TD] [TD]22 (+6)[/TD] [TD]18 (+4)[/TD] [TD]20 (+5)[/TD] [TD]28 (+9)[/TD] [/TR] [/TABLE] [IMG alt="1599001691083.png"]https://www.enworld.org/attachments/1599001691083-png.125415/[/IMG] [B]Saving Throws [/B]Str +16, Dex +17, Con +15, Int +13, Wis +14, Cha +18 [B]Skills [/B]History +22, Perception +23, Religion +22 [B]Damage Resistance[/B] force, lightning, radiant; bludgeoning, piercing, and slashing [B]Damage Immunities[/B] fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks [B]Condition Immunities[/B] Blinded, Charmed, Deafened, Exhaustion, Frightened, Poisoned, Stunned [B]Senses[/B] darkvision 300 ft., truesight 120 ft., passive Perception 33 [B]Languages[/B] All, telepathy 300 ft. [B]Challenge[/B] 30 (155,000 XP) [B]Proficiency Bonus[/B] +9 [IMG alt="1599001692326.png"]https://www.enworld.org/attachments/1599001692326-png.125416/[/IMG] [B][I]Astral Might[/I].[/B] Ifrit’s attacks are considered magical for the purposes of overcoming damage resistances and immunities. In addition, Ifrit ignores damage resistances and treats damage immunities as resistances. [I][B]Astral Nature.[/B][/I] Ifrit does not age and cannot be aged by any means. He also does not need to eat, drink, sleep, or breath to survive. [B][I]Daemonic Attacks[/I].[/B] Whenever Ifrit deals damage against another creature other than another daemon, that creature must succeed on a DC 26 Constitution or Charisma saving throw (creature’s choice) or have its hit point maximum reduced by half of the damage dealt. This reduction can be reverted by a short or long rest or the spell [I]lesser restoration[/I] or similar magic. [B][I]Fire Absorption[/I].[/B] Any time Ifrit is dealt fire damage, he takes none and instead regains a number of hit points equal to the damage dealt. [B][I]Godly Caster[/I].[/B] Ifrit can cast any at-will spell as a bonus action. In addition, Ifrit can concentrate on up to 2 spells at once. If his concentration is broken, both spells end simultaneously. [B][I]Immolating Aura[/I].[/B] Any creature that enters or starts its turn within 300 feet of Ifrit must make a DC 25 saving throw or gain 1 level of Exhaustion. In addition, any creature that starts its turn within 60 feet of Ifrit takes 21 (6d6) fire damage. Any nonmagical flammable items not being worn or carried within 120 feet of Ifrit ignite, shedding bright light for 20 feet and dim light for another 20 feet. [B][I]Legendary Resistance[/I].[/B] If Ifrit fails a saving throw he can expend one unused legendary action to succeed instead. [B][I]Limited Magic Immunity[/I].[/B] Unless he wishes to be affected, Ifrit is immune to spells of 3rd level or lower and has Advantage on saving throws against all other spells and magical effects. [B][U]ACTIONS[/U] [I]Multiattack[/I].[/B] Ifrit uses his Flames of Rage if available, then makes three attacks. [B][I]Blazing Scimitar[/I].[/B] [I]Melee Weapon Attack:[/I] +17 to hit, reach 20 ft., one target. [I]Hit.[/I] 21 (3d8 + 8) slashing damage plus 14 (4d6) fire damage. [B][I]Enraged Scimitar (Flames of Rage Only)[/I].[/B] [I]Melee Weapon Attack:[/I] +19 to hit, reach 20 ft., one target. [I]Hit.[/I] 23 (3d8 + 10) slashing damage plus 14 (4d6) fire damage. [B][I]Flames of Rage (1/Long Rest)[/I].[/B] Ifrits Strength score increases by 6 and the fire damage dealt by his [I]Immolating Aura[/I] trait is increased to 42 (12d6) fire damage. Ifrit maintains these effects for 1 minute or until he loses concentration, whichever happens first. [I][B]Innate Spellcasting.[/B][/I] Ifrit’s spellcasting ability is Charisma (spell save DC 25, +17 to hit with spell attacks). Ifrit can innately cast the following spells at 5th-level or higher, requiring no components: At-will: [I]commune (other Astrals only), cone of cold (fire damage), control flames, fireball, greater restoration, heat metal[/I] 3/Rest each: [I]bestow curse, delayed blast fireball, flaming sphere (4 individual orbs), immolation, planeshift (self only), remove curse, scorching ray[/I] 1/Rest each: [I]astral projection, meteor swarm (no bludgeoning damage), wall of fire (9th level), teleport[/I] [B][U]BONUS ACTIONS[/U][/B] [I][B]Spellcast.[/B][/I] Ifrit casts an at-will spell. [B][U]REACTIONS[/U][/B] [I][B]Disrupt Fire Spell.[/B][/I] If a creature Ifrit can see attempts to cast a spell such as [I]fireball[/I], [I]scorching ray[/I], or another spell or a magical effect that would deal fire damage or directly manipulate fire in any way, Ifrit stops the effects of the spell or magical effect from occurring. [B][I]Parry[/I].[/B] Ifrit gains +9 to his AC against one attack that he can see. [B][U]LEGENDARY ACTIONS[/U][/B] Ifrit 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. Ifrit regains spent legendary actions at the start of his turn. [B][I]Attack[/I].[/B] Ifrit makes one attack against a creature within range. [B][I]Spellcast (Costs 2 Actions)[/I].[/B] Ifrit casts an at-will spell. [B][U]MYTHIC ACTIONS[/U][/B] If Ifrit’s mythic trait is active, he can use the options below as legendary actions for 1 hour: [B][I]Spellcast (Costs 3 Actions[/I]).[/B] Ifrit casts an innate spell. [B][I]Hellfire (Costs 3 Actions, 1/Long Rest)[/I].[/B] Ifrit chooses a point he can see within 120 feet and creates a 1,000-foot tall cylinder with a 60-foot radius of opaque flames centered on that point. All creatures within this area must make a DC 25 Dexterity saving throw, takin 38 (11d6) fire damage plus 38 (11d6) necrotic damage on a failed save, or half as much on a success. A creature without resistance or immunity to fire damage (ignoring Astral Might) is considered vulnerable to this damage. [IMG alt="1599001688295.png"]https://www.enworld.org/attachments/1599001688295-png.125413/[/IMG] [CENTER][B][U]VARIANT[/U][/B][/CENTER] [B]Aspect of Ifrit.[/B] Before his fall at the Rock of Ravatough and transformation into a daemon at the hands of Ardyn, Ifrit was apart of the Hexatheon. This version of Ifrit shares the same statblock as Ifrit the Daemon but loses the [I]daemon[/I] creature sub-type and all necrotic damage dealt by his attacks is instead force damage. In addition, the Aspect of Ifrit loses the [I]Daemonic Attacks[/I] trait and gains [I]God of Fire[/I] trait: [I][B]God of Fire (2/Short or Long Rest).[/B][/I] If Ifrit would be reduced to 0 hit points, he immediately gains all the benefits from long rest, except for replenishing any of this feature’s expended uses. Additionally, he can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 155,000 XP (465,000 XP total) for each time it defeats the aspect and its [I]God of Fire[/I] trait activates. [/QUOTE]
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