Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Skills
Languages
Common, Infernal, Primordial, telepathy 120.0 ft (36.6 m).
Resistances & Immunities
Traits
Collective Mind
Ia’Affrat’s individual Fiends are connected via a hive mind. He can telepathically communicate with any of his individual Fiends within 50 miles of him, and he can’t be surprised. If he is reduced to half his hp or lower, his Intelligence score is reduced to 10, he immediately changes into his shapeless form, and he can’t take on a Humanoid form again until he regains hp to be above half his hp or he finishes a long rest.
Devil’s Sight
Magical darkness doesn’t impede Ia’Affrat’s darkvision.
Grasping Limbs (Humanoid Form Only)
Ia’Affrat can wield weapons and hold, grasp, push, pull, or interact with objects that might otherwise require a more Humanoid form to accomplish.
Legendary Resistance (3/Day)
If Ia’Affrat fails a saving throw, he can choose to succeed instead.
Magic Resistance
Ia’Affrat has advantage on saving throws against spells and other magical effects.
Smoke Shroud
Ia’Affrat emits a cloud of dark smoke within 5 feet of himself. The area is lightly obscured to all except Ia’Affrat, and each non-devil creature that starts its turn in the smoke must succeed on a DC 18 Constitution saving throw or be blinded until the end of its turn. At the start of each of his turns, Ia’Affrat chooses whether this shroud is active.
Swarm (Shapeless Form Only)
Ia’Affrat can occupy another creature’s space and vice versa and can move through any opening large enough for a Tiny insect, but he can’t grapple or be grappled.
Actions
Bite
+10 to hit. Hit: 6d6 plus 4d6 poison damage.
Melee Weapon Attack: +10 to hit, reach 0 ft., one target in the swarm's space. Hit: 21 (6d6) piercing damage plus 14 (4d6) poison damage, or 10 (3d6) piercing damage plus 7 (2d6) poison damage if Ia'Affrat has half of its hp or fewer. If the target is a creature, it must succeed on a DC 18 Constitution saving throw or be poisoned until the end of its next turn.
Burning Claw
+10 to hit, reach 5 ft (1.5 m). Hit: 4d8+5 plus 3d6 fire damage.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) slashing damage plus 10 (3d6) fire damage.
Flaming Insect Bolt
+11 to hit, range 120 ft (36.6 m). Hit: 3d6+6 plus 3d6 poison damage.
Ranged Spell Attack: +11 to hit, range 120 ft., one target. Hit: 16 (3d6 + 6) fire damage plus 10 (3d6) poison damage.
Inhabit
Ia'Affrat crawls into the body of a Humanoid, or a Humanoid corpse that has been dead no more than 7 days, that he can see within 5 feet of him. If the target is unwilling, the target must succeed on a DC 18 Constitution saving throw or the target loses control of its body, and Ia'Affrat takes control of the body. Ia'Affrat controls the body but doesn't deprive the target of awareness. Ia'Affrat can't be targeted by any attack, spell, or other effect, and he retains his alignment, his Intelligence, Wisdom, and Charisma scores, his Hurl Flame action and Teleport and Consume Host legendary actions, and his condition immunities. He otherwise uses the target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. If the target was a Humanoid corpse, he uses the statistics it had before it died.
Multiattack
Ia'Affrat makes three Bite or Burning Claw attacks, or he makes four Flaming Insect Bolt attacks.
Bonus Actions
Consume Host
While inhabiting a Humanoid, Ia'Affrat consumes the host from the inside. The host takes 18 (4d8) necrotic damage, and Ia'Affrat regains hp equal to that amount.
Shape Swarm
Ia'Affrat can shape himself into a Large or smaller Humanoid or back into a shapeless mass of Tiny insectoid Fiends. His statistics, other than his size, are the same in each form, and he can't regain hp or gain temporary hp, except for the Consume Host legendary action. He can't take on a Humanoid form if he is occupying the space of another creature.
Teleport
Ia'Affrat teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.
Vermin Breath
Ia'Affrat exhales 1d4 swarms of insects in spaces he can see within 30 feet. The swarms take their turns immediately after Ia'Affrat, and they are allies of Ia'Affrat, obeying his telepathic commands. They remain for 1 minute, until Ia'Affrat dies, or until Ia'Affrat dismisses them as a bonus action. Ia'Affrat can have no more than five swarms of insects under his control at a time.
Legendary Actions
Consume Host
While inhabiting a Humanoid, Ia'Affrat consumes the host from the inside. The host takes 18 (4d8) necrotic damage, and Ia'Affrat regains hp equal to that amount.
Teleport
Ia'Affrat teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.
Vermin Breath
Ia'Affrat exhales 1d4 swarms of insects in spaces he can see within 30 feet. The swarms take their turns immediately after Ia'Affrat, and they are allies of Ia'Affrat, obeying his telepathic commands. They remain for 1 minute, until Ia'Affrat dies, or until Ia'Affrat dismisses them as a bonus action. Ia'Affrat can have no more than five swarms of insects under his control at a time.
About Ia'Affrat
Ia'Affrat is a large fiend with a Challenge Rating of 15. It has a lawful evil alignment.
In combat, this creature maintains an Armor Class of 17 and possesses 170 hit points (derived from 20d10 + 60).
Ia'Affrat has communication capabilities including Common, Infernal, Primordial, telepathy 120 ft.. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Ia'Affrat
3 tips available
GM Tips: Using Ia'Affrat
When using Ia'Affrat in your D&D 5e campaign, consider these tactical approaches:
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Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
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Fire Damage Mitigation: This creature deals fire damage. Advise players to have fire resistance ready or use water-based tactics. Consider environmental fire hazards that could backfire on the creature.
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Telepathic Communication: This creature can communicate telepathically, making it excellent for coordination with allies. Silence spells won't stop its communication. Consider 'Mind Blank' or abilities that block telepathy.
Player Guide: Facing Ia'Affrat
3 strategies available
Player Guide: Facing Ia'Affrat
When your party encounters this creature, keep these strategies in mind:
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Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
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Fire Damage Protection: This creature deals fire damage! Get fire resistance from spells like 'Resistance' or potions. Avoid fighting near flammable objects. Water spells can counter fire attacks.
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Telepathy Awareness: This creature communicates telepathically! It can coordinate with allies silently. Silence won't stop it. Use 'Mind Blank' or abilities that block telepathy. Be cautious of mental attacks.
Encounter Building Calculator
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 15.
Solo Encounter:
A single character of level 19 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 24,000 XP
- Hard: 36,000 XP
- Deadly: 48,000 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Ia'Affrat?
- Ia'Affrat has a Challenge Rating of 15, making it appropriate for parties of level 15.0.
- What type of creature is Ia'Affrat?
- Ia'Affrat is a Large Fiend, which affects how certain spells and abilities interact with it.
- What languages does Ia'Affrat speak?
- Ia'Affrat can communicate in Common, Infernal, Primordial, telepathy 120 ft..
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