Ifrit, Lord of the Inferno

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

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Ifrit, Lord of the Inferno

Huge elemental (primal), lawful evil

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 .

Armor Class 17 (natural armor)

Hit Points 218 (19d12 + 95)

Speed 30 ft.

STR
24 (+7)
DEX
13 (+1)
CON
20 (+5)
INT
12 (+1)
WIS
16 (+3)
CHA
16 (+3)

Saving Throws Con +11, Wis +9, Cha +9

Skills Insight +9, Intimidation +9, Perception +9

Damage Vulnerabilities cold

Damage Resistances acid, poison; bludgeoning, piercing, and slashing

Damage Immunities fire

Condition Immunities charmed , paralyzed , petrified , poisoned

Senses passive Perception 10

Languages

Challenge 18 (20.000 XP)

No special abilities.

Actions

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft.

Reactions

None.


⚠️ D&D Wiki Homebrew

This content was imported from D&D Wiki. It has not been vetted for game balance. Use with DM discretion.

Source: D&D Wiki - Ifrit, Lord of the Inferno (5e Creature)

This content is available under the GNU Free Documentation License 1.3. Original authors credited on the source wiki page.

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