Dark Inferno χ (5e Creature)

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Design Note: This creature was designed using Mythic Monsters (5e Variant Rule) as a guide.

Dark Inferno χ[edit]

Large fiend (heartless), chaotic evil

Armor Class 28 (natural armor)
Hit Points 558 (36d10 + 360)
Speed 80 ft., fly 120 ft.

30 (+10) 26 (+8) 30 (+10) 22 (+6) 26 (+8) 30 (+10)

Saving Throws Str +20, Dex +18, Con +20, Wis +18, Cha +20
Skills Acrobatics +18, Athletics +20, Intimidation +30, Perception +18, Stealth +18
Proficiency Bonus +10
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities blinded, charmed, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 28
Languages Abyssal
Challenge 33 (220,000 XP)

Legendary Resistance (3/Day). If the dark inferno χ fails a saving throw, it can choose to succeed instead.

Magic Resistance. The dark inferno χ has advantage on saving throws against spells and other magical effects.

Magic Weapons. The dark inferno χ's weapon attacks are magical.


Multiattack. The dark inferno χ uses its Ring of Fire. It then makes four attacks.

Sword. Melee Weapon Attack: +20 to hit, reach 10 ft., one target. Hit: 36 (4d12 + 10) slashing damage and 22 (5d8) necrotic damage.

Dark Pulse. Ranged Spell Attack: +20 to hit, range 120 ft., one target. Hit: 37 (5d10 + 10) necrotic damage.

Ring of Fire. The dark inferno χ chooses a creature within 60 feet of it that it can see. The target must succeed on a DC 28 Wisdom saving throw against this magic or be cursed for 1 minute. While cursed, the creature takes 26 (4d12) necrotic damage at the end of each of its turns.


Aggressive. The dark inferno χ moves up to its speed toward a hostile creature that it can see.

Cunning Action. The dark inferno χ takes the Dash, Disengage, or Hide action.


Parry. The Dark Inferno χ adds 9 to its AC against one melee attack that would hit it. To do so, the Dark Inferno χ must see the attacker and be wielding a melee weapon.


The dark inferno χ can take 5 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 dark inferno χ regains spent legendary actions at the start of its turn.

Attack. The dark inferno χ makes one attack.
Move. The dark inferno χ moves up to its speed without provoking opportunity attacks.
Rush (Costs 2 Actions). The dark inferno χ moves up to 80 feet towards a creature it can see. Each creature within 10 feet of the dark inferno χ at the end of this movement must make a DC 29 Dexterity saving throw, taking 44 (8d10) slashing damage and 35 (10d6) necrotic damage on a failed save, or half as much on a successful one.

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