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.
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.
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.
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Posted Jul 2, 2022The CR 26 is ok per se, but if you use the rule for hp modifier x1.25 for immunities and increase in +2 effective AC for the saving throws, the defensive CR becomes something closer to 30
The offensive CR is a 25 if you consider that she can deal around... 156 points of damage (I'm ignoring the spells and counting half damage for hurl meteor) per turn
So she should be at least a 27, if not 28, with these stats
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Posted Oct 23, 2022I don't disagree with your evaluation. Her defensive characteristics are a bit high; they are identical to those of Zariel's in Baldur's Gate: Descent into Avernus.
Though the CR might be misleading, I found her defenses suitable in my playthrough (my characters almost killed her before she could retreat).