Advantage on all saves against magical effects.
2d6 fire damage. (Range 8)
Advantage on all saves against magical effects.
(2x) 1d8+5 Necrotic damage. (Range 6)
In Darkness or Dim Light, the Satyr is Invisible.
Advantage on all saves against magical effects.
- •Grappling Tentacles.(2x)1d8+10.
On damage, grappled
- •Drink Magic.
A grappled character must make DC 13 STR save. On fail, 1d8+20 Necrotic Damage and unable to cast spells until the start of the Felhound's next turn.
Smell Magic. All attacks are made with advantage against creatures that use mana as a resource.
- •Elemental Flail.(2x) 2d8+10.
(Range 6)
- •Elemental Claw.d66.
Knockback or Pull 2 (Range 12)
Advantage on all saves against magical effects.
- •Slam (2x).1d8+20
- •Lob Felfire.
(Reach 12, 6x6 AoE) 8d6 damage, half damage on DC 17 DEX (can’t use this attack next turn).
When bloodied, the Infernal goes berserk and uses Slam and Lob Felfire at the nearest creature it can see.
Death Burst. Upon Death, explodes. (Reach 3) 6d6 damage, half damage on DC 16 DEX.