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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.