Large Fiend (Devil), Lawful Evil
Armor Class 21 (natural armor)
Hit Points 580 (40d10 + 360)
Speed 50 ft., Fly 150 ft.
STR
26 (+8)
DEX
25 (+7)
CON
28 (+9)
INT
26 (+8)
WIS
26 (+8)
CHA
30 (+10)
Saving Throws INT +16, WIS +16, CHA +18
Skills Deception +18, Perception +16, Persuasion +18
Damage Resistances Cold, Fire, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 120 ft., Passive Perception 26
Languages All, Telepathy 120 ft.
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

Devil’s Sight. Magical darkness doesn’t impede Fierna’s darkvision.

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.

Actions

Multiattack. Fierna uses Hurl Meteor (if available) or Spellcasting. She then makes two attacks with her scimitar.

Scimitar. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) radiant damage plus 36 (8d8) fire damage.

Hurl Meteor (Recharge 5–6). Fierna conjures a blazing orb that strikes the ground, exploding in an area up to 120 feet away from her that she can see. Each creature within the 20-foot-radius sphere explosion must make a DC 26 Dexterity saving throw, taking 28 (8d6) force damage and 28 (8d6) fire damage on a failed save, or half as much damage on a successful one.

Spellcasting. Fierna casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 26):

At will: alter self (can become Medium when changing her appearance), detect evil and good, dispel magic, fireball, invisibility (self only), wall of fire

3/day each: fire storm, dispel evil and good, finger of death

Teleport. Fierna magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see.

Legendary Actions

Fierna can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Fierna regains spent legendary actions at the start of her turn.

Tempting Gaze (Costs 2 Actions). Fierna turns her magical gaze toward one creature she can see within 120 feet of her and violently drains its willpower. The target must succeed on a DC 26 Wisdom saving throw or take 22 (4d10) psychic damage and be charmed by Fierna until the start of her next turn.

Teleport. Fierna uses Teleport.

Description

These are the statistics of Fierna to be used as a major villain in a campaign (increased hit points). If she is encountered incidentally or paired with other creatures, instead use the formula 420 (29d10 + 261) hit points.

Fierna is more active than her counterpart, Belial, so she is more likely to meddle in the affairs of mortals.

Lumatyr

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