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Infernal

Infernal
Create

The Infernal is a towering, nightmarish entity, standing over twelve feet tall, with smoldering, coal-black skin that seems to ripple with veins of molten lava. Its body is a fusion of demonic and draconic features, with enormous, leathery wings that unfurl to reveal jagged spikes along the edges. Massive claws tip each of its four-fingered hands, and a long, muscular tail, ending in a barbed tip, lashes behind it. Its eyes glow an unsettling crimson, filled with malice and intelligence, and its serrated teeth glint beneath lips that perpetually curl into a mocking sneer. The Infernalā€™s form is surrounded by a flickering aura of shadow and heat, distorting the air around it.

In behavior, Infernals are calculating, patient, and ruthlessly strategic. They rarely act impulsively, preferring to observe and devise methods to exploit their enemies’ weaknesses. In battle, they employ a mix of raw, devastating physical power and potent spell-like abilities, often luring foes into traps or using psychological manipulation to disorient them.

They inhabit the lower planes, where they rule over wastelands of ash and fire or deep labyrinthine chasms filled with unnatural darkness. They often claim strongholds surrounded by charred ruins and legions of lesser fiends who serve them out of terror and reverence.

Their modus operandi involves corrupting and controlling mortals and other entities, manipulating them toward self-destructive goals that align with the Infernalā€™s broader plans of cosmic chaos. They are known to lure ambitious mortals with promises of power, using these agents to destabilize realms and sow discord.

An Infernal’s motivation is driven by an ancient grudge against the heavens and a desire to dismantle the divine order. Banished and despised, they are fueled by a bitter resolve to unleash chaos upon the multiverse, hoping one day to shatter the very fabric of creation that has rejected them.


  • Infernal 5e
  • Infernal 3.5
Infernal
Create

Large Fiend (Evil), Lawful Evil
Challenge Rating: 26 (90,000 XP)


Armor Class:

22 (Natural Armor)

Hit Points:

680 (40d10 + 360)

Speed:

80 ft., Fly 240 ft. (hover)


STRDEXCONINTWISCHA
30 (+10)25 (+7)28 (+9)22 (+6)26 (+8)29 (+9)

Saving Throws:

  • Dexterity +15
  • Constitution +17
  • Wisdom +16
  • Charisma +17

Skills:

  • Perception +16
  • Insight +16
  • Deception +17
  • Arcana +14
  • Intimidation +17

Damage Resistances:

  • Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Damage Immunities:

  • Poison, Psychic

Condition Immunities:

  • Charmed, Frightened, Poisoned

Senses:

  • Darkvision 120 ft., Truesight 60 ft., Passive Perception 26

Languages:

  • Infernal, Telepathy 120 ft.

Traits

  • Legendary Resistance (3/Day):
    If it fails a saving throw, it can choose to succeed instead.
  • Magic Resistance:
    It has advantage on saving throws against spells and other magical effects.
  • Regeneration:
    It regains 30 hit points at the start of its turn if it has at least 1 hit point.
  • Spell-Like Abilities:
    The Infernal can cast the following spells, requiring no material components:
    • At will: Detect Magic, Dispel Magic, Darkness
    • 3/day each: Fear, Greater Invisibility, Fireball (9th-level)
    • 1/day each: Meteor Swarm, Power Word Kill

Actions

  • Multiattack:
    It makes three attacks: two with its claws and one with its bite.
  • Claw:
    Melee Weapon Attack: +18 to hit, reach 10 ft., one target.
    Hit: 4d8 + 10 slashing damage.
  • Bite:
    Melee Weapon Attack: +18 to hit, reach 10 ft., one target.
    Hit: 4d10 + 9 piercing damage plus 3d10 psychic damage.
  • Tail Slam:
    Melee Weapon Attack: +16 to hit, reach 10 ft., one target.
    Hit: 4d10 + 9 bludgeoning damage, and the target must succeed on a DC 25 Strength saving throw or be knocked prone.
  • Spell Suck (Recharge 5-6):
    The Infernal targets one creature it can see within 60 feet that is concentrating on a spell. The target must succeed on a DC 25 Wisdom saving throw or lose concentration, and the Infernal regains hit points equal to the level of the spell.

Legendary Actions

The Infernal 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. The Infernal regains spent legendary actions at the start of its turn.

  • Move: The Infernal moves up to half its speed without provoking opportunity attacks.
  • Claw Attack: The Infernal makes one claw attack.
  • Spell-Like Ability (Costs 2 Actions): It uses one of its spell-like abilities.

Lair Actions

When fighting inside its lair, it can take lair actions. On initiative count 20 (losing initiative ties), the Infernal takes a lair action to create one of the following effects:

  1. Erupting Flames: Fiery geysers burst from the ground in a 20-foot radius centered on a point the Infernal can see within 120 feet. Each creature in that area must make a DC 25 Dexterity saving throw, taking 6d10 fire damage on a failed save, or half as much damage on a successful one.
  2. Shadowy Minions: The Infernal summons 1d4 lesser demons (such as Dretches or Imps) to fight for it within 60 feet of its position. These minions remain for 1 minute or until defeated.
  3. Twisting Darkness: The area within 60 feet of the Infernal becomes heavily obscured until initiative count 20 on the next round.

Lore and Relationships

  • Background:
    IThey are born from forbidden unions between powerful fiends and celestial beings, cast out into the lower planes. They embody chaos and destruction, always plotting revenge against the divine.
  • Motivation:
    Driven by their desire for power and to reclaim their place in the cosmos, Infernals manipulate mortals and lesser fiends, orchestrating schemes to tear apart the fabric of reality.
  • Weaknesses:
    Vulnerable to radiant damage and effects that banish or bind fiends. Their ambition often leads them into conflicts with other powerful fiends and celestial beings.
  • Magic Items:
    • Infernal Chains: A legendary item that allows the Infernal to ensnare foes with shadows and bind them to its will.
    • Crown of the Damned: Grants enhanced spellcasting abilities.

Regional Effects

The region containing an Infernalā€™s lair is warped by its presence, causing the following effects:

  • Lava Pools: Rivers of lava flow through the land, creating dangerous terrain. Any creature crossing these areas takes 3d10 fire damage.
  • Faint Whispers: The air is filled with faint, ominous whispers that cause creatures within 1 mile of the lair to feel unease. They must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute.
  • Nightfall: Daylight is dimmed in the area, as if perpetual twilight shrouds the region.
Satan, Sin and Death William Hogarth, Infernal
Satan, Sin and Death William Hogarth

Even Gods can be seduced. Born from this unholy tryst Infernals roam the lower planes, bound to exile by divine decree. Feared and unloved by all, Infernals bide their time until they can let loose their plans to tear the multiverse into ribbons.

An infernal’s natural weapons are treated as epic, evil, and chaotic-aligned or lawful-aligned for the purpose of overcoming damage reduction.


Infernal
Large outsider (Evil) (Chaotic or Lawful)
Hit Dice40d8+360 (680 hp)
Initiative+11 (+7 Dexterity, +4 Improved Initiative)
Speed80 ft., Fly 240 ft. (perfect)
AC50 (+7 Dexterity, -1 size, +34 natural)
Base Attack/Grapple+40/+60
Attack+58 claw (4d6+16) meleen)
Full Attack2 claws +58 (4d6+16) melee, 1 bite +52 (4d8+8 +spell suck) melee, 2 wings +50 (2d6+8) melee, 1 tail slam +50 (4d8+8) melee
Space/Reach10ft./10 ft.
Special AttacksImproved grab, spell suck, learned spell immunity, spell-like abilities, summon fiend
Special QualitiesAbomination traits, fast healing 15, regeneration 15, SR 38, DR 35/+7
SkillsBalance +50, Concentration +52, Diplomacy +52, Escape Artist +50, Hide +50, Jump +36, Knowledge (Arcana) +49, Knowledge (the planes) +49, Listen +53, Move Silently +50, Search +49, Sense Motive +51, Spellcraft +49, Spot +53, Tumble +50
FeatsAlertness, Cleave, Great Cleave, Improved Initiative, Power Attack, Sunder, Weapon Focus (claw)
Epic FeatsBlinding Speed (x2), Epic Toughness, Epic Weapon Focus (bite), Epic Weapon Focus (claw), Tenacious Magic (greater invisibility), Tenacious Magic (blur)
SavesFort +31, Ref +29, Will +30
AbilitiesStrength 43, Dexterity 25, Constitution 28, Intelligence 22, Wisdom 26, Charisma 29
Climate/TerrainAny
OrganizationSolitary or hell brigade (1 infernal and 1d4 balors, or 1 infernal and 1d4 pit fiends)
Challenge Rating26
TreasureStandard
AlignmentLawful evil or chaotic evil
Advancement41-50 HD (Large); 51-56 HD (Huge); 57-72 HD (Gargantua

Combat

Improved Grab (Ex): If an infernal hits with a claw, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Infernals can use this ability on Large and smaller creatures. The infernal has the option to conduct the grapple normally, or simply use its claw to hold the opponent. Each successful grapple check it makes during successive rounds automatically deals standard claw damage, in addition to automatic spell suck damage.

Spell Suck (Su): If an infernal bites a foe, the foe loses one of its highest-level prepared spells or one of the spell slots for this day that it has not used. The victim chooses the prepared spell to lose. If the victim has no prepared spells or unused spell slots (either because it has exhausted its spellcasting for the day or because the victim is not a spellcaster), the bite instead deals 2 points of temporary Intelligence damage.

Learned Spell Immunity (Su): If an infernal is affected by a spell cast by a particular spellcaster, the infernal thereafter becomes immune to that spell when cast by that spellcaster.

Spell-Like Abilities: At will-animate dead, blasphemy, blur, Charm Person, create undead, darkness, deeper darkness, desecrate, detect chaos, detect good, detect law, detect magic, fear, fireball, greater dispel magic, Hold Person, greater invisibility, magic circle against good, major image, produce flame, polymorph, pyrotechnics, read magic, scrying, suggestion, symbol of death, telekinesis, greater teleport (self plus 1,000 pounds), unholy aura, unholy blight, wall of fire;

1/day-fire storm, hellball (epic spell), Implosion, meteor swarm.

Caster level 26th; save DC 19 + spell level. The DCs are Charisma-based.

Summon Fiend (Sp): An infernal can summon four Balors or four Pit Fiends per day (lawful infernals summon pit fiends, and chaotic infernals summon balors).

Abomination Traits: Immune to polymorphing, petrification, and other form-altering attacks; not subject to energy drain, ability drain, ability damage, or death from massive damage; immune to mind-affecting effects; fire resistance 20; cold resistance 20; nondetection ; true seeing at will; Blindsight 500 ft.; telepathy out to 1,000 ft.

Regeneration (Ex): Infernals take normal damage from good weapons. Lawful infernals also take normal damage from chaotic weapons, and vice versa.

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