Dark Inferno (5e Creature)
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Dark Inferno[edit]
Large fiend (heartless), chaotic evil Armor Class 22 (natural armor)
Saving Throws Str +15, Dex +13, Con +15, Cha +15 Legendary Resistance (3/Day). If the dark inferno fails a saving throw, it can choose to succeed instead. Magic Resistance. The dark inferno has advantage on saving throws against spells and other magical effects. Magic Weapons. The dark inferno's weapon attacks are magical. ACTIONSMultiattack. The dark inferno uses its Ring of Fire. It then makes three attacks. Sword. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) slashing damage and 14 (4d6) necrotic damage. Dark Pulse. Ranged Spell Attack: +15 to hit, range 90 ft., one target. Hit: 25 (4d8 + 7) necrotic damage. Ring of Fire. The dark inferno chooses a creature within 60 feet of it that it can see. The target must succeed on a DC 24 Wisdom saving throw against this magic or be cursed for 1 minute. While cursed, the creature takes 16 (3d10) necrotic damage at the end of each of its turns. BONUS ACTIONSAggressive. The dark inferno moves up to its speed toward a hostile creature that it can see. Cunning Action. The dark inferno takes the Dash, Disengage, or Hide action. REACTIONSParry. The dark inferno adds 7 to its AC against one melee attack that would hit it. To do so, the dark inferno must see the attacker and be wielding a melee weapon. LEGENDARY ACTIONSThe dark inferno 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 dark inferno regains spent legendary actions at the start of its turn. Attack. The dark inferno makes either a Sword attack or a Dark Pulse attack. |
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