Monster
Archfiend of Ifnir
Outside your table’s allowed sources
Official reference · PSA · 2014
- Creature type
- Fiend
- Size
- Large
- Armor class
- 18 (natural armor)
- Hit points
- 184 (16d10 + 96)
- Speed
- Walk 20 ft., Fly 30 ft.
- Challenge rating
- 13
- Alignment
- Chaotic Evil
- Strength
- 21
- Dexterity
- 10
- Constitution
- 22
- Intelligence
- 19
- Wisdom
- 12
- Charisma
- 15
- Passive Perception
- 11
- Saving Throws
- con: +11; int: +9; wis: +6; cha: +7
- Senses
- truesight 120 ft.
- Languages
- Abyssal, telepathy 120 ft.
- Resistances
- cold, fire, lightning, resist: bludgeoning, piercing, slashing; note: from nonmagical attacks; cond: True
- Immunities
- poison
- Condition Immunities
- poisoned
Traits
The archfiend has advantage on saving throws against spells and other magical effects.
Actions
Multiattack
The archfiend uses Horror Nimbus if it can. It then makes three attacks: one with its bite and two with its claws.
Bite
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 32 (5d10 + 5) piercing damage.
Claw
Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) slashing damage.
Horror Nimbus (Recharge 5–6)
The archfiend magically emits scintillating, multicolored light. Each creature within 15 feet of the archfiend that can see the light must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the archfiend's Horror Nimbus for the next 24 hours.
The archfiend magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.