Incinis

Large Elemental, neutral evil (CR 10)

Armor Class 17 natural armor

Hit Points 171 (18d10+72)🎲

Speed 40 ft.


STR

12 (+1)

DEX

20 (+5)

CON

18 (+4)

INT

10 (+0)

WIS

16 (+3)

CHR

10 (+0)


Skills

Senses darkvision 60 ft., passive Perception 13

Languages Common, Ignan

Challenge Rating 10

Actions

Multiattack.

The incinis makes two magma fist attacks.

Magma Fist.

Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 14 (2d8 + 5) bludgeoning damage and 9 (2d8) fire damage.

Wave of Magma (Recharge 5-6).

The incinis transforms into a wave of magma, moving up to its speed in a straight line. Each creature in the path where the incinis moves must make a DC 17 Dexterity saving throw. On a failure, a target takes 21 (6d6) fire damage and, if it is a Large or smaller creature, it is pushed ahead of the incinis and knocked prone in an unoccupied space within 5 feet of where the incinis ends its movement. On a success, a target takes half the damage and is neither pushed nor knocked prone.


sizeLarge

typeElemental

group

alignmentneutral evil

strength_save

dexterity_save

constitution_save

intelligence_save

wisdom_save

charisma_save

perception

damage_vulnerabilities

damage_resistancesbludgeoning, piercing, and slashing from nonmagical attacks

damage_immunitiesfire, poison

condition_immunitiesexhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

cr10

reactions

legendary_desc

legendary_actions

special_abilitiesname: Magma Form,desc: The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage and must succeed on a DC 16 Strength saving throw or the weapon becomes stuck in the elemental. If the weapon's wielder can't or won't let go of the weapon, the wielder is grappled while the weapon is stuck. While stuck, the weapon can't be used. Until the grapple ends, the wielder takes 5 (1d10) fire damage at the start of each of its turns. To end the grapple, the wielder can release the weapon or pull it free by taking an action to make a DC 16 Strength check and succeeding.

spell_list

page_no226

document__license_urlhttp://open5e.com/legal

document__slugcc

document__titleCreature Codex

document__urlhttps://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/

Find the complete stats on: Open5e

Creature Codex, page no. 226
Other formats: JSON

← Incarnate Gloom Infernal Centaur →