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Fire Hellion

Huge fiend (devil), Lawful Evil

Armor Class 18 ({@item plate armor|PHB|plate})

Hit Points 175 (14d12 + 84)

Speed 30 ft.

STR 25 (+7)
DEX 10 (+0)
CON 23 (+6)
INT 16 (+3)
WIS 14 (+2)
CHA 21 (+5)

Saving Throws WIS +6, CHA +9

Skills Arcana +7, Athletics +11, Perception +6

Damage Immunities fire

Condition Immunities charmed, frightened

Senses darkvision 120 ft., passive Perception 16

Languages Common, Giant, Infernal

Challenge 11

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.

Source

Bigby Presents: Glory of the Giants, p. 140