Dark Inferno (5e Creature)

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Dark Inferno[edit]

Large fiend (heartless), chaotic evil


Armor Class 22 (natural armor)
Hit Points 350 (28d10 + 196)
Speed 50 ft., fly 80 ft.


STR DEX CON INT WIS CHA
24 (+7) 20 (+5) 24 (+7) 18 (+4) 22 (+6) 24 (+7)

Saving Throws Str +15, Dex +13, Con +15, Cha +15
Skills Acrobatics +13, Athletics +15, Intimidation +23, Perception +14, Stealth +13
Proficiency Bonus +8
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 24
Languages Abyssal
Challenge 28 (120,000 XP)


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.

ACTIONS

Multiattack. 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 ACTIONS

Aggressive. 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.

REACTIONS

Parry. 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 ACTIONS

The 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.
Rush. (2 actions) The Dark Inferno moves up to 80 feet towards a creature it can see. All creatures within 10 feet of the Dark Inferno at the end of this movement must make a DC 24 strength saving throw or take 30 (6d10) magical slashing damage + 30 (8d6) necrotic damage on a failed save, or half as much on a successful one.
Move. The Dark Inferno can move up to it's movement speed in any direction without provoking opportunity attacks.

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