Ifrit

by danku1122

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Ifrit

Huge Fiend (demon), Lawful Evil


  • Armor Class 20 (natural armor)
  • Hit Points 300
  • Speed 40ft

STR DEX CON INT WIS CHA
23 (+6) 12 (+1) 15 (+2) 9 (-1) 17 (+3) 20 (+5)

  • Saving Throws Strength +11, Dexterity +6
  • Skills Athletics +11, Intimidation +10
  • Damage Resistances non-magical bludgeoning, piercing and slashing damage
  • Damage Immunities Fire, Poison
  • Condition Immunities Frightened, Sleep
  • Senses 120ft Darkvision, 30ft Blindsight
  • Languages Abyssal, Common, Ignan, Infernal

Heated Body. A creature that touches Ifrit or hits it with a melee attack while within 5 ft. of it takes 11(3d6) fire damage.

Frightful Presence. Each creature of Ifrit’s choice that is within 120 feet of him and aware of it must succeed on a DC 21 WIS saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Magic Nature. Ifrit's attacks count as magical and it has advantage on saving throws against magical effects.

Legendary Resistance 3/Day Ifrit can choose to succeed on a saving throw that it fails.

Actions

Multiattack. Ifrit makes two claw attacks and a bite attack.

Claw. +10 to hit. Range (10ft.) 2d10+6 slashing damage + 1d8 fire damage

Bite. +10 to hit. Range (10ft.) 2d8+6 slashing damage + 1d8 fire damage

Conflagration (Recharges 4-6) Ifrit slams the ground with a fiery force; the ground erupts with flames in a 15ft cone. Each creature must make a DC16 DEX save taking 6d8 fire damage, halved on success.

Blazing Ember(Recharge 4-6) Ifrit concentrates all fiery energy into a giant fireball in his hands and throws it into an area with a range of 80ft and the radius of 15ft. Each creature within range must make a DC16 DEX save taking 6d6 fire damage, halved on success.

Hellfire (Recharge 5-6) Ifrit releases a blast of fire centering on him and extending for 20 feet in all directions. Each creature within range must make a DC18 DEX save taking 10d8 fire damage on a failed save, or half as much damage on a successful one. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 1d10 fire damage at the start of each of its turns.

Legendary Actions

Ifrit can take 3 legendary reactions, 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 its turn

Heat Focus Ifrit targets a single creature. Until the end of Ifrit's next turn that creature loses any resistance: or immunity to fire damage.

Wild Slash Ifrit makes a claw attack.

Flame Wave (Costs 2 Actions) Ifrit exhales a blast of flame in a straight line for 80 ft. Any creatures caught in the flames must make a DC20 DEX saving throw or be blasted up to 80 ft. away and taking 12d8 fire damage.

 

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