Medium Fiend (Devil), Lawful Evil
Armor Class 21 (natural armor)
Hit Points 285 (30d8 + 150)
Speed 40 ft., Fly 60 ft.
STR
14 (+2)
DEX
22 (+6)
CON
20 (+5)
INT
24 (+7)
WIS
20 (+5)
CHA
30 (+10)
Saving Throws DEX +13, INT +14, CHA +17
Skills Deception +17, Perception +12, Performance +17, Persuasion +17
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Fire, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 22
Languages All, Telepathy 120 ft.
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Innate Spellcasting. Fierna's innate spellcasting ability is Charisma (spell save DC 25). She can innately cast the following spells, requiring no material components:

At will: alter self, charm person, detect evil and good, detect magic, fireball, suggestion, wall of fire

3/day each: dispel evil and good, dominate beast, dominate person, geas

1/day each: dominate monster, fire storm, meteor swarm

Flames of Phlegethos. Whenever Fierna casts a spell, she can cause flames to wreathe her until the end of her next turn.  The flames shed light out to 30 feet and dim light for an additional 30 feet.  While the flames are present, any creature within 5 feet of Fierna that hits her with a melee attack takes 2d8 fire damage.

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.

Magic Weapons. Fierna's weapon attacks are magical.

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 can use her Seduce.  She then makes two attacks with her flaming blade.  She can substitute Fatal Kiss for one of these attacks.

Flaming Blade. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d8+6) slashing damage plus 27 (6d8) fire damage.

Seduce.  Each creature of Fierna's choice that is within 120 feet of her and aware of her must succeed on a DC 25 Wisdom saving throw or be magically charmed for 24 hours.  A charmed creature 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 Seduce for the next 24 hours.

Fatal Kiss (Recharge 5-6). Fierna kisses a creature charmed by her or a willing creature.  The target must make a DC 25 Constitution saving throw against this magic, taking 65 (10d10+10) psychic damage on a failed save, or half as much damage on a successful one.  The target's hit point maximum is reduced by an amount equal to the damage taken, and Fierna regains hitpoints equal to that amount.  This reduction lasts until the target finishes a long rest.  The target dies if this effect reduces its hit point maximum to 0.

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.

Alluring Gaze (Costs 2 Actions). Fierna turns her magical gaze toward one creature she can see within 120 feet of her and gives them a sly wink. The target must succeed on a DC 25 Wisdom saving throw or be magically charmed for 1 minute.  At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw.  The target has advantage on the saving throw if it's triggered by damage.  On a success, the effect ends.

Come to me! One creature charmed by Fierna that Fierna can see must use its reaction to move up to its speed towards Fierna.

Infernal Beauty. Fierna casts one spell from her Innate Spellcasting trait that causes the charmed condition.

Teleport. Fierna uses her Teleport action.

Description

Fierna was set up for rulership as a result of the Reckoning of Hell. Belial, advised by Naome, stepped down and gave the throne of Phlegethos to his daughter in order for him to retain his position. Belial would nevertheless remain in command, acting from the sidelines and using his daughter as his puppet and mouthpiece.

Fierna, who wasn't into politics in the first place, accepted this treatment and decided at first to merely enjoy what her brand new status was granting her. She used to spend most of her time in her palace, having sex and fun in her eternally blazing pit of lust and leaving the concern of governing and managing to her parents and her consort, the pit fiend Gazra. She would only come out to do her father's commands and to attend the yearly meeting of the arch-Lords in Nessus.

Fierna changed her mind about ruling Phlegethos recently, when she developed a friendship with Glasya, Asmodeus's daughter who is now in command of Malbolge, the Sixth plane. Fierna looked up to her and began to understand the true meaning of rulership. Thus, she has become a little more serious about her actual job. Belial, who won't relinquish his power, dislikes having his daughter discussing his decisions and acts to remind her who's making the rules.

Gossip says that Belial and his daughter are having an incestuous relationship. This rumor grew stronger after Naome's death, even though Fierna has a consort of her own. The loyalties of Belial and Fierna's vassals tend to sway between the two according to the favors granted or to their own convictions about the ability of the Lords of Phlegethos.

Lair and Lair Actions

Fierna makes her lair in a crystalline stronghold on Phlegethos.  Her palace is a massive tower adorned with blue flames racing down its sides from the peak.  Within these walls, Fierna delights in the pain of others and is always interested in new devices and techniques to extract the most from her unfortunate subjects.  Many of the cells deep within the palace's dungeons are occupied by her former lovers, cast aside when she tired of their ineffective attempt to please her.

Lair Actions. On initiative count 20 (losing initiative ties), Fierna can take a lair action to cause one of the following effects; she can’t use the same effect two rounds in a row:

  • Fierna causes a magical column of fire to erupt from the ground at a point she can see within 120 feet of her.  The fire is a 10-foot-radius 40-foot-high cylinder centered on the point.  Each creature in that area must make a DC 25 Dexterity saving throw.  A creature takes 4d6 fire damage and 4d6 necrotic damage on a failed save, or half as much damage on a successful one.
  • Fierna casts Enemies Abound on four different targets within range.  Fierna doesn't need to concentrate on the spells, which end on initiative count 20 of the next round.
  • Fierna targets a point on the ground she can see within 60 feet of her.  Chains with razor-edged barbs shoot out of the ground and target a creature Fierna can see within 5 feet of this point.  The creature must succeed on a DC 25 Dexterity saving throw or become grappled (escape DC 25).  Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns.  Each chain is an object with AC 20, 40 hit points, resistance to bludgeoning, piercing, and slashing damage, and immunity to psychic and thunder damage.  If a chain is reduced to 0 hit points, the grapple ends.

Previous Versions

Name Date Modified Views Adds Version Actions
4/25/2020 6:08:26 PM
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4/26/2020 1:18:01 AM
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Monster Tags: Devilfiend

KoraSpire

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