Monster
Fire Hellion
Outside your table’s allowed sources
Official reference · BGG · 2014
- Creature type
- Fiend
- Size
- Huge
- Armor class
- 18 (plate)
- Hit points
- 175 (14d12 + 84)
- Speed
- Walk 30 ft.
- Challenge rating
- 11
- Alignment
- Lawful Evil
- Strength
- 25
- Dexterity
- 10
- Constitution
- 23
- Intelligence
- 16
- Wisdom
- 14
- Charisma
- 21
- Passive Perception
- 16
- Saving Throws
- wis: +6; cha: +9
- Skills
- arcana: +7; athletics: +11; perception: +6
- Senses
- darkvision 120 ft.
- Languages
- Common, Giant, Infernal
- Immunities
- fire
- Condition Immunities
- charmed, frightened
Traits
Magic Resistance
The hellion has advantage on saving throws against spells and other magical effects.
Soul Taker
A Giant or a Humanoid that is reduced to 0 hit points by the hellion dies, and its soul rises as a lemure (see the Monster Manual) on Avernus, one of the Nine Hells, in 1d4 hours. If the creature isn't revived before then, it can be restored to life only by a wish spell or by killing the lemure and casting true resurrection on the creature's original body.
Actions
Multiattack
The hellion makes two Morningstar attacks.
Morningstar
Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) piercing damage plus 11 (2d10) fire damage. If the target is a creature, it can't regain hit points until the start of the hellion's next turn.
Infernal Orb
The hellion hurls a magical ball of fire that explodes in a 20-foot-radius sphere centered on a point the hellion can see within 120 feet of itself. The sphere spreads around corners. Each creature in that area must make a DC 17 Dexterity saving throw. A creature takes 18 (4d8) fire damage and 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one.