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Homebrew

Fierna, the Flamespeaker CR: 20

Large fiend (devil), lawful evil
Armor Class: 18
Hit Points: 294 28d10+140
Speed: 30 ft , fly: 60 ft , can hover

STR

18 +4

DEX

26 +8

CON

20 +5

INT

22 +6

WIS

19 +4

CHA

24 +7

Damage Resistances: Lightning, Poison, Psychic; slashing, bludgeoning and piercing from non-magical attacks
Damage Immunities: Fire, Hellfire
Condition Immunities: Charmed, Frightened, Poisoned
Senses: Darkvision (Devil's Sight) 120 ft., Passive Perception 14
Languages: all, telepathy 120 ft.
Challenge Rating: 20 ( 25000 XP)
Proficiency Bonus: +6

Spellcasting. Fierna's spellcasting ability is Charisma (spell save DC 21). Fierna can innately cast the following spells, requiring no material components:

At will: calm emotions, charm monster, hex, suggestion

1/day: dominate monster

3/day: fireball, flame strike, wall of fire


Traits

Hear Name. Fierna hears her name when spoken, regardless of distance or planar boundaries. If a creature speaks the name “Fierna” thrice within 1 minute (hereafter "the caller"), Fierna learns the creature’s name and precise location, and can hear the following 25 words spoken by the caller. Once per day, Fierna can use a flame within 10 feet of the caller as a mouthpiece to respond to the caller. Regardless of whether she chooses to speak to the caller, she can then use the Charm action on the caller or force the caller to make a saving throw against her Aura of Desire, ignoring distance or time requirements for either effect.

Special Equipment, Trident of Certain Death. Fierna is no fool - she will always be well-equipped for any fight. She carries a Trident of Certain Death, which is accounted for in her game statistics.

Aura of Desire. While Fierna is not incapacitated, she exudes a tempting aura in a 10 foot radius centered on herself. Unless it is immune to the charmed condition, a creature that starts 10 continuous turns within this aura must make a DC 21 Wisdom saving throw once it starts its turn out of the aura. The saving throw is made with disadvantage if the creature is charmed by Fierna. A creature that fails its saving throw gains 1 level of Obsession. If an Obsessed creature suffers another effect that causes Obsession, its current level of Obsession increases. A creature suffers the effect of its current level of Obsession as well as all lower levels.

Obsession Effects


LevelEffect
11d4 Psychic damage at the end of a short or long rest. Disadvantage on Insight, Investigation, and Persuasion skill checks against Fierna. Disadvantage on saving throws against being charmed by Fierna.
21d4 Psychic damage at the end of a short or long rest. Disadvantage on all Charisma- or Wisdom-based ability checks and saving throws against Fierna.
31d4 Psychic damage at the end of a short or long rest. Gain one level of exhaustion at the end of every long rest.
41d4 Psychic damage at the end of a short or long rest. Wisdom saving throw (DC 10) to gain the benefits of a short or long rest
A creature with Obsession can negate its effects until the end of its next long rest by starting at least 10 consecutive turns (1 minute) within 10 feet of Fierna. If the creature has not started 10 consecutive turns within 10 feet of Fierna in the past 24 hours, the creature can attempt a DC 21 Wisdom saving throw at the end of a long rest to reduce its Obsession. For each success, the creature's Obsession is reduced by 1. Being raised from the dead also reduces a creature's Obsession by 1.

Fiery Weapons. Fierna’s weapon attacks are magical. When she hits with any weapon, the weapon deals an extra 9 (2d8) fire damage (accounted for in her abilities).

Hellfire Mastery. Fire conjured or used by Fierna becomes Hellfire. It ignores resistances and immunities to fire damage, deals double damage to creatures vulnerable to fire or necrotic damage, is capable of melting stone or igniting inflammable objects, and can only be extinguished by holy water, Dispel Magic, or similar metaphysical effects.

Legendary Resistance (3/day). If Fierna fails a saving throw, she can choose to succeed instead.

Magic Resistance. Fierna has advantage on saving throws against spells and other magical effects.

Regeneration. Fierna regains 20 hit points at the start of her turn. If she takes radiant damage, this trait doesn’t function at the start of her next turn. Fierna dies only if she starts her turn with 0 hit points and doesn’t regenerate.

Shapechanger. Fierna can use her action to polymorph into a Small, Medium, or Large humanoid, or back into her true form. Other than her size, her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.

Telepathic Bond. Fierna ignores the range restriction on her telepathy when communicating with a creature she has charmed. The two don't even need to be on the same plane of existence.

Actions

Multiattack. Fierna uses Charm, casts a spell, uses Shapechange, or makes three attacks.

 

Charm. One humanoid Fierna can see within 30 feet of her must succeed on a DC 21 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys Fierna's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to Fierna's Charm for the next 24 hours. Fierna can have only one target charmed at a time. If she charms another, the effect on the previous target ends.

Claw (only in Devil Form and if not wielding other weapons). Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 13 (2d4 + 8) slashing damage plus 9 (2d8) fire damage.

Mind Bend. Ranged Spell Attack: +13 to hit, range 90 ft., one target. Hit: (10) 3d6 psychic damage. A spellcaster that is concentrating on a spell when damaged by this attack has disadvantage on the Constitution saving throw made to maintain concentration.

Trident of Certain Death. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing plus 9 (2d8) fire damage, or 13 (2d8 + 4) piercing plus 9 (2d8) fire damage if used with two hands to make a melee attack. When Fierna damages a creature with an attack using this magic weapon, the target can't regain hit points until the start of Fierna's next turn.

Whip. Melee Weapon Attack: Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 13 (2d4 + 8) slashing plus 9 (2d8) fire damage.

Reactions

Ephemeral Escape. Fierna magically becomes incorporeal. While incorporeal, she is visible unless hidden, can't affect or be affected by anything, and she can move through other creatures and objects as if they were difficult terrain. Her Aura of Desire continues to emanate from her space. She returns to the battlefield at the start of her next turn. Fierna takes 11 (2d10) force damage if she is inside an object when she rematerializes.

Legendary Actions

Legendary Action Uses: 3. Immediately after another creature's turn, Fierna can expend a use to take one of the following actions. Fierna regains all expended uses at the start of each of their turns. Note that if she has used Ephemeral Escape this round, her legendary actions are unable to affect anything but she can still move with Sweet Sashay.

 

Charming Offense. Fierna attacks with Claw, Infernal Whip, Mind Bend, or Trident of Certain Death.

Sweet Sashay. Fierna moves or flies up to 30 feet without provoking opportunity attacks.

Extract Soul. Fierna can rip out the soul of a creature with no more than 10 HP remaining if she has hit the creature with a melee attack this round and has a free hand. Fierna and the target roll opposing Charisma checks. If Fierna wins the contest, the creature’s soul is drained from its body. With no soul to motivate it, the creature has disadvantage on Attack rolls and Ability checks until it or another creature uses an action to recapture its soul from Fierna's grasp. If a creature dies while its soul is in Fierna's grasp, its soul is not free to return to the body.

Conjure Hellfire (Costs 2 Actions). Fierna chooses a point she can see within 150 feet of her. All creatures in a 20-foot-radius sphere centered on that point must make a DC 23 Dexterity saving throw, taking 17 (5d6) fire damage on a failed save, or half as much damage on a successful one.

Usual Tactics

For Fierna, violence is not the first choice. She prefers to open all encounters with conversation, dissuading attackers if she can. She will attempt to get as many creatures as possible within her Aura of Desire during opening negotiations. If she cannot talk a hostile creature down, she begins the battle with Charm. She attempts to keep charmed creatures in her Aura for as long as possible.

If provoked into fighting, she will not hold back. Fierna uses areas of effect spells only if she can hit 3 or more targets; she uses Mind Rend if she can disrupt a caster focusing on Haste, Calm Emotions, Heroism, Bless, etc. Otherwise, she prefers to focus down a single target as quickly as possible.

Fierna uses her most damaging options freely, prioritizing targets that are immune or resistant to her charm or those who can grant immunity or resistance to others. Her second-choice targets are combatants who can deal radiant damage. She uses Wall of Fire to prevent a target she wishes to keep in her Aura from escaping and to cut off its line of sight/effect to its allies. She will use her Trident of Certain Death coupled with Extract Soul to focus down a target's health. If she succeeds in extracting a soul, she will immediately attempt to use it as a bargaining chip to stop the fight.

If she determines that she is outclassed in battle, she stalls the fight for as long as possible. She keeps hostile targets within her Aura of Desire but avoids damage with Ephemeral Escape for as long as it is safe to do so. This allows her to gather information on her foes but also creates the possibility of inflicting Obsession. Fierna uses her Ephemeral Escape and Sweet Sashay to flee combat once a target has started 10 consecutive turns in her Aura, or if she deems that it is no longer safe to continue fighting.

Sources

This statblock is homebrew, but uses content drawn from the following sources:

Reddit, FIerna - Lady of Phlegethos

Fierna, Chains of Asmodeus p. 225


Created by

ArtingStarvist.

Statblock Type

Monster

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