Archfiend of Ifnir

(Plane Shift: Amonkhet)

Large fiend (demon), Chaotic Evil

Armor Class18 (natural armor)
Hit Points184 (16d10 + 96)
Speed20 ft., fly 30 ft.
STRDEXCONINTWISCHA
21 (+5) 10 (+0) 22 (+6) 19 (+4) 12 (+1) 15 (+2)
Saving ThrowsCha +7, Con +11, Int +9, Wis +6
Skills—
Damage Vulnerabilities—
Damage Resistancescold; fire; lightning; bludgeoning, piercing, slashing from nonmagical attacks
Damage Immunitiespoison
Condition Immunitiespoisoned
Sensestruesight 120 ft., passive Perception 11
LanguagesAbyssal, telepathy 120 ft.
Challenge13

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 Attack Roll: +10 to hit, reach 5 ft., one target. Hit: 32 (5d10 + 5) piercing damage.

Claw.

Melee Attack Roll: +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.

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.