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 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.
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)
Actions
Reactions
Legendary Actions
⚠️ 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.
Formatted by BubblyBards.