Hellfire Wyrm (normal and legendary)

by PaoloD

Search GM Binder Visit User Profile

Hellfire Wyrm

by Paolo Davolio // Echidna Design

Concept, Art and Text from "Monster Manual II" (2002)


Hellfire wyrms are draconic agents of the Nine Hells of Baator that live among humanoid races on the Material Plane. They are masterful power brokers, manipulating people and events in subtle ways. Hellfire wyrms can steer rulers to fight in unjust wars, or support unholy alliances, or even commit despotic acts against their people.

A hellfire wyrm is a diabolic-looking, winged dragon with vicious bone spikes jutting from its head and shoulders. Smoke rises continually from its scales, and its eyes burn an intense yellow. The monster’s scales shift in color to give the appearance of flowing molten lava, and they stink of brimstone. Hellfire wyrms entrench themselves in regional politics by using their knowledge, wealth, and persuasive abilities to force through their foul agendas. The typical wyrm does not limit its actions to any one kingdom, and it often has a different identity for each realm it visits. It takes great pains to hide its draconic form, usually assuming the shape of a charismatic tiefling when dealing with humanoids and assassinating anyone who learns its true identity. Hellfire wyrms retreat to secret lairs when not actively scheming.



















Hellfire Wyrm

Huge Fiend (Devil), Typically Lawful Evil


  • Armor Class 20 (natural armor)
  • Hit Points 256 (19d12 + 133)
  • Speed 60 ft., burrow 30 ft., fly 80 ft.

STR DEX CON INT WIS CHA
27 (+8) 14 (+2) 25 (+7) 23 (+6) 24 (+7) 27 (+8)

  • Saving Throws Dex +8, Con +13, Int +12, Wis +13, Cha +14
  • Skills Deception +14, Insight +13, Perception +19, Persuasion +14
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
  • Damage Immunities fire, poison
  • Condition Immunities poisoned
  • Senses blindsight 60 ft., truesight 120 ft., passive Perception 29
  • Languages Common, Draconic, Infernal, two other languages, telepathy 120 ft.
  • Challenge 18 (20,000 XP)                              Proficiency Bonus +6

Cold Sensibility. The wyrm has disadvantage on saving throws against effects that deal cold damage.

Fire Aura. At the start of each of the wyrm's turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the wyrm or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage. The wyrm can suppress this at any time during its turn.

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

Magic Weapons. The wyrm's weapon attacks are magical.

Actions

Multiattack. The wyrm can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Instead of the attacks, it can cast a spell, and then attack once with its bite or claw.

Frightful Presence. Each creature of the wyrm's choice that is within 120 feet of the wyrm and aware of it must succeed on a DC 22 Wisdom 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 wyrm's Frightful Presence for the next 24 hours.

Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) fire damage.

Claw. Melee Weapon Attack: +14 to hit, reach 5 ft. , one target. Hit: 17 (2d8 + 8) slashing damage plus 10 (3d6) fire damage. If the target is a Large or smaller creature, it is grappled (escape DC 22) and is restrained until the grapple ends. The wyrm can have only one creature grappled this way at a time.

Hellfire Breath (Recharge 5-6). The wyrm exhales infernal fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 31 (9d6) fire damage and 31 (9d6) necrotic damage on a failed save, or half as much damage on a successful one.

Spellcasting. The wyrm spellcasting ability is Charisma (spell save DC 22). The wyrm can innately cast the following spells, requiring no material components:

At will: charm person, nystul's magic aura, sending, thaumaturgy
3/day each: counterspell , dispel magic , fire storm, greater invisibility, hold monster, scrying, suggestion, teleport, wall of fire

Variant: Summon Devil (1/Day). The wyrm can summon 2d3 hell hounds, 1d2 bone devils or 1 erinyes. They appear in an unoccupied space within 60 feet of the wyrm, they can't summon other devils and they remain for 1 minute, until the wyrm dies or until it dismisses them as an action.

Bonus Actions

Shapechanger. The wyrm can use its action to polymorph into a devil or tiefling, or back into its true form. Its statistics, other than its size and its speed, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Reactions

Counterspell (3/Day). The wyrm casts counterspell (see the Spellcasting action).



Hellfire Wyrm (Divine Blood)

Huge Fiend (Devil), Typically Lawful Evil


  • Armor Class 21 (natural armor)
  • Hit Points 319 (22d12 + 176)
  • Speed 60 ft., burrow 30 ft., fly 80 ft.

STR DEX CON INT WIS CHA
28 (+9) 14 (+2) 26 (+8) 27 (+8) 25 (+7) 29 (+9)

  • Saving Throws Dex +9, Con +15, Int +15, Wis +14, Cha +16
  • Skills Deception +16, Insight +14, Perception +21, Persuasion +16
  • Damage Resistances bludgeoning, piercing, and slashing from attacks that aren't from artifacts, the direct power of a deity or an equivalent power
  • Damage Immunities fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities poisoned
  • Senses blindsight 60 ft., truesight 120 ft., passive Perception 31
  • Languages Common, Draconic, Infernal, two other languages, telepathy 120 ft.
  • Challenge 24 (62,000 XP)                              Proficiency Bonus +7

Cold Sensibility. The wyrm has disadvantage on saving throws against effects that deal cold damage.

Fire Aura. At the start of each of the wyrm's turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the wyrm or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage. The wyrm can suppress this at any time during its turn.

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

Magic Weapons. The wyrm's weapon attacks are magical.

Actions

Multiattack. The wyrm can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Instead of the attacks, it can cast a spell, and then attack once with its bite or claw.

Frightful Presence. Each creature of the wyrm's choice that is within 120 feet of the wyrm and aware of it must succeed on a DC 24 Wisdom 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 wyrm's Frightful Presence for the next 24 hours.

Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 10 (3d6) fire damage.

Claw. Melee Weapon Attack: +16 to hit, reach 5 ft. , one target. Hit: 18 (2d8 + 9) slashing damage plus 10 (3d6) fire damage. If the target is a Large or smaller creature, it is grappled (escape DC 24) and is restrained until the grapple ends. The wyrm can have only one creature grappled this way at a time.

 

Hellfire Breath (Recharge 5-6). The wyrm exhales infernal fire in a 60-foot cone. Each creature in that area must make a DC 23 Dexterity saving throw, taking 35 (10d6) fire damage and 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one.

Spellcasting. The wyrm spellcasting ability is Charisma (spell save DC 24). The wyrm can innately cast the following spells, requiring no material components:

At will: charm person, nystul's magic aura, sending, thaumaturgy
3/day each: counterspell (5th-level), dispel magic (5th-level), fire storm, greater invisibility, hold monster, scrying, suggestion, teleport, wall of fire
1/day: divine word

Variant: Summon Devil (1/Day). The wyrm can summon 2d6 hell hounds, 1d4 bone devils or 1d3 erinyes. They appear in an unoccupied space within 60 feet of the wyrm, they can't summon other devils and they remain for 1 minute, until the wyrm dies or until it dismisses them as an action.

Bonus Actions

Shapechanger. The wyrm can use its action to polymorph into a devil or tiefling, or back into its true form. Its statistics, other than its size and its speed, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Reactions

Counterspell (3/Day). The wyrm casts a 5th-level counterspell (see the Spellcasting action).

Legendary Actions

The wyrm 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. The pit fiend regains spent legendary actions at the start of its turn.

Cast a Spell (Costs 2 Actions). The wyrm uses Spellcasting.

Claw. The wyrm attacks with its Claw.

Condemn to Hell (Costs 2 Actions). The wyrm targets a creature that it's grappling. The creature must succeed on a DC 24 Charisma saving throw to not condemned to burn into Nessus, the lowest layer of the Nine Hells. On a failure, the target is restrained into hellish chains. While restrained, the target takes 11 (2d10) fire damage and 11 (2d10) necrotic damage at the beginning of each of its turns. A creature that goes to 0 hit points from this damage dies and can't be brought back to life until the soul is freed from the Nine Hells (through an infernal pact, physical rescue, a wish spell or similar magic). The creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. After three failures on the repeated saving throw, the creature is banished to Nessus but can come back with other means (like by finding a portal or casting a plane shift spell). While banished, the creature can still make the saving throw to try to escape from its hellish restraints. Casting dispel evil and good, a 5th-level remove curse or a similar effect on the wyrm brings back any creature that has been banished by the wyrm through this legendary action for no longer than 1 minute.

Scorching Wings (Costs 2 Actions). The wyrm beats its wings. Each creature within 10 ft. of the wyrm must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage plus 5 (1d10) fire damage and be knocked prone. The wyrm can then fly up to half its flying speed.