User:OEKB
Ifrit, Lord of the Inferno[edit]
{{5e Creature |size=Huge |type=elemental |race=primal |alignment=lawful evil |ac=17 |armor=natural armor |hp= |hpdice= |hd=19 |speed=30 ft. |str=24 |dex=13 |con=20 |int=12 |wis=16 |cha=16 |saves= |consave=yes |wissave=yes |chasave=yes |skills= |insight=yes |intimidation=yes |perception=yes |di=fire |ci=charmed, paralyzed, petrified, poisoned |dr=acid, poison; bludgeoning, piercing, and slashing damage from nonmagical attacks |dv=cold |senses=darkvision 120 ft.; passive Perception 19 |languages=Draconic, Ignan; telepathy 100 ft. |cr=18 |xp= |features= Fire Adept. Ifrit’s spells and weapon attacks ignore resistance to fire damage.
Innate Spellcasting. Ifrit’s spellcasting ability is Charisma (spell saving throw DC 17, +9 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: fire bolt
3/day each: fireball, scorching ray
1/day: fire storm
Legendary Resistance (3/Day). If Ifrit fails a saving throw, he can choose to succeed instead.
Magic Resistance. Ifrit has advantage on saving throws against spells and other magical effects.
Magic Weapons. Ifrit’s natural weapons are magical.
Summon Fire Elementals (1/Day). As a bonus action, Ifrit magically summons two fire elementals. A summoned elemental appears in an unoccupied space within 60 feet of Ifrit and acts as an ally of its summoner. It remains for 1 minute, until it or its summoner dies, or until Ifrit dismisses it as a bonus action.
Tempering Aura. If an Amalj’aa, efreeti, or fire elemental starts its turn within 60 feet of Ifrit it must succeed on a DC 17 Charisma saving throw or be charmed by Ifrit for 24 hours. If it fails the save by 10 or more, it is charmed permanently instead. If a creature succeeds on its saving throw or the effect ends for it, that creature is immune to Ifrit’s Tempering Aura for 24 hours.
|actions= Multiattack. Ifrit makes two claw attacks.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 7) slashing damage.
Crimson Cyclone (Recharge 5-6). Ifrit bursts into flame and charges forward in a 40-foot line that is 15 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 14 (4d6) bludgeoning damage and 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. On a failed save, a creature also falls prone.
|legendary=Ifrit 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. Ifrit regains spent legendary actions at the start of his turn.
Shift. Ifrit moves up to half his movement speed without provoking opportunity attacks.
Fire I. Ifrit innately casts fire bolt.
Fire II (Costs 2 Actions). Ifrit innately casts scorching ray.
Fire III (Costs 3 Actions). Ifrit innately casts fireball.
|description=
[Source] |
Ifrit is one of the primals, godlike entities given form by the desires of mortals. Dubbed the Lord of the Inferno for his affinity with the element of fire, he is the patron of the amalj’aa who call upon him for power and domination.
Incarnate Flame. When Ifrit responds to the prayers of its faithful, it manifests as a crimson demon with wicked claws, scaly flesh, and eyes that glow like cinders. Despite this diabolical appearance, Ifrit is no fiend. It is raw elemental energy from the Plane of Fire, coalesced into physical form, and its mere presence desiccates the air and makes dry plants smoulder.
Fuelled by Faith. As a primal, Ifrit is empowered and sustained by the faith of his worshippers. The longer he remains manifest in the Material Plane, the greater that faith grows, and the stronger he becomes. With enough time and devotion his powers could become great enough to threaten the entire world, and the fear of this happening motivates nearby kingdoms to keep a close eye on the amalj’aa. When Ifrit manifests, these nations will dispatch entire armies solely to banish the primal whence it came.