Archfiend of Ifnir

Plane Shift: Amonkhet p. 30

Size
Large
Type
fiend (demon)
Alignment
chaotic evil
AC
18 (natural armor)
Hit Points
184 (16d10+96)
Speed
walk 20 ft., fly 30 ft.
Saving Throws
Con +11, Int +9, Wis +6, Cha +7
Resistances
cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks
Immunities
poison
Condition Immunities
poisoned
Senses
truesight 120 ft.
Passive Perception
11
Languages
Abyssal, telepathy 120 ft.
Challenge
13
STR
21
+5
DEX
10
+0
CON
22
+6
INT
19
+4
WIS
12
+1
CHA
15
+2

Traits

Magic Resistance

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.

recharge

D5

Teleport

The archfiend magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Other data

description