# Abomination, Infernal
>[!rimg]+
> ![[Placeholder2.png]]
<div class="grid-container"><div class="MON">Infernal</div>
<div class="CR">CR 26 (2,457,600 XP)</div>
<div class="SOU">Epic Level Handbook pg. 164</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
CE Large Outsider (abomination, evil, lawful)
**Init** +11
**Senses** blindsight 500 ft., darkvision 60 ft., true seeing; **Perception** +55
#### defense
**AC** 50, 16 touch, 43 flat-footed (+7 Dex, +34 natural, –1 size)
**hp** 960 (40d10+560); max hp, regeneration 15 (weapons forged on a celestial plane by a chaotic good outsider)
**Fort** +28, **Refl** +29, **Will** +30
**Feint** 65, **Demoralize** 58
**Defensive Abilities** abomination traits, learned spell immunity
**DR** 15/chaotic and epic; **SR** 37
**Immune** fire, poison; **Resist** cold 20, electricity 20
#### offense
**Speed** 80 ft., fly 240 ft. (perfect)
**Melee** 2 claws +58 (1d6+16 plus grab), 1 bite +58 (1d8+16 plus spell drain), 2 wings +50 (1d6+8), 1 tail slam +50 (1d8+8)
**Space** 10 ft., **Reach** 10 ft.
**Spell-Like Abilities** (Caster level 26th, Concentration +35)
> **Constant**— _nondetection_, _true seeing_
> **At will**—_create undead_, _blasphemy_, _blur_, _charm person_, _create undead_, _darkness_, _deeper darkness_, _detect chaos_, _detect good_, _detect law_, _detect magic_, _fear_, _fireball_, _greater dispel magic_, _greater scrying_, _greater invisibility_, _greater teleport_ (self plus 1,000 pounds only), _magic circle against good_, _major image_, _mass hold monster_, _power word stun_, _polymorph, _permanent image_, _pyrotechnics_, _scorching ray_, _suggestion_, _symbol of death_, _telekinesis_, _unholy aura_, _unholy blight_, _unhallow_, _wall of fire_
> **3/day**— violated _fireball_
> **1/day**—_fire storm_, _hellball_, _implosion_, _meteor swarm_, _summon_ (level 9, 4 pit fiends, 100%)
> **1/year**—_wish_
#### statistics
**Str** 43, **Dex** 25, **Con** 28, **Int** 22, **Wis** 26, **Cha** 29
**BAB** +40, **CMB** +46, **CMD** 63, **TA** +55, **RTA** +46
**Feats** [[Alertness]], [[Blinding Speed]] (x2), [[Cleave]], [[Combat Reflexes]], [[Dark Speech]], [[Epic Fortitude]], [[Epic Toughness]], [[Epic Weapon Focus]] (bite), [[Epic Weapon Focus]] (claw), [[Great Cleave]], [[Great Fortitude]], [[Irrepressible Magic]] (blur), [[Irrepressible Magic]] (greater invisibility), [[Improved Great Fortitude]], [[Improved Initiative]], [[Power Attack]], [[Violate Spell]] (fireball), [[Weapon Focus]] (bite), [[Weapon Focus]] (claw)
**Skills** Acrobatics (+67 when jumping) +47, Diplomacy +49, Escape Artist +47, Fly +56, Intimidate +52, Knowledge (arcana) +49, Knowledge (planes) +49, Knowledge (religion) +49, Perception +55, Sense Motive +55, Spellcraft +49, Stealth +48
**Languages** Abyssal, Aklo, Celestial, Draconic, Infernal, Necril; telepathy 1000 ft.
**SQ** blinding speed (10 rounds)
#### special abilities
### Learned Spell Immunity (Su)
If an infernal is targeted by a spell cast by a particular spellcaster, the infernal thereafter becomes immune to that spell (as _spell immunity_) when cast by that spellcaster. Even if the spell fails to penetrate the infernal's spell resistance, the learned spell immunity applies.
### Spell Drain (Su)
If an infernal bites a foe, the foe loses its highest level unexpended prepared spell or spell slots for this day, as if affected by _greater spellcrash_, except that affects 9th-level and epic spells . If the victim has no prepared spells or unused spell slots, they take 2 points of damage to their main casting stat. Nonspellcasters take 2 points of Intelligence damage.
### Tenacious Illusion (Su)
Infernal illusions are powered from strange and powerful shadow magic, and difficult to identify or dispel. Spellcraft and Knowledge (arcana) checks regarding have a +5 DC. Caster level checks to dispel infernal illusions have a +5 DC as well.
#### ecology
**Terrain** Any
**Organization** Solitary or hellbrigade (1 infernal and 1d4 pit fiends)
**Treasure** Standard
**Advancement** 41–50 HD (Large); 51–56 HD (Huge); 57–72 HD (Gargantuan)
Infernals are born of the ill-starred meeting of god and fiend. Even gods are seduced, and from the union of heaven and hell are born fiendish abominations called infernals. Those born of god and baatezu are lawful, and infernals born of god and tanar’ri are chaotic. All are horrors of fiendish form, pitch-black scaled humanoids standing15 or more feet tall. Vast dragonlike wings enfold each infernal, but are unable to hide the tearing claws, the hellish maw, or the eyes from which gleam the promise of eternal damnation. Unlike many other abominations, infernals have more freedom to roam areas of their hells of origin, though they are proscribed by divine decree from moving farther afield. This suits the various princes of the Nine Hells and the Abyss, because many infernals are possessed of such might that they could challenge even a prince’s supremacy. For this reason, most powers of the lower planes seek to further isolate infernals if possible, or even slaying them when they can. For their part, infernals plot and scheme with malice unlike any other, until the time is right to tear the multiverse to ribbons.
### Combat
Infernals are mighty creatures, and crafty. If possible, they seek to neutralize spellcasting foes first, should any conflict arise. Their bite sucks the spells and minds of any it can catch. Infernals cast blur and improved invisibility on themselves as needed during combat.
## Abyssal
Abyssals have the same stats as Infernals, except as follows
* Abyssals gain the chaotic subtype
* Abyssal damage reduction and regeneration are affected by lawful weapons rather than chaotic.
* Abyssals summon balors rather than pit feinds
* Abyssals are immune to electricity, and gain fire resistance 20.