Fierna

Medium fiend (devil), lawful evil

Armor Class

20 (natural armor)

Hit Points

367 (35d8 + 210)

Speed

30 ft., fly 60 ft.

Saves

Dex +15, Con +14, Wis +14, Cha +17

Skills

Acrobatics +15, Deception +25, Insight +14, Intimidation +17, Perception +14, Persuasion +25

Damage Resistances

bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered

Damage Immunities

cold, fire, poison

Condition Immunities

charmed, poisoned

Senses

darkvision 120 ft.

Languages

Celestial, Common, Draconic, Infernal, telepathy 120 ft.

Challenge

25

Proficiency Bonus

+8

Fear Aura

When a creature starts their turn within 120 feet of Fierna, they must succeed on a DC 22 Wisdom saving throw or have the frightened condition until they leave the aura. A creature that succeeds on the saving throw is immune to this effect for 1 hour.

Fiendish 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 is unable to regenerate.

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.

Princess of Hellfire

Fire conjured by Fierna becomes Hellfire. It ignores resistances and immunities to fire damage, deals double damage to creatures vulnerable to fire or necrotic damage, can't be extinguished through any means, and is capable of melting stone or igniting inflammable objects.

Actions

Multiattack

Fierna makes three attacks using Flame Blade, Mote of Flame, or a combination of the two.

Flame Blade

Melee Spell Attack: +20 to hit, reach 5 ft., one target. Hit: 23 (4d6 + 9) fire damage.

Mote of Flame

Fierna targets a creature she can see within 90 feet of her. The target must make a DC 25 Dexterity saving throw, taking 22 (3d8 + 9) fire damage on a failed save, or half as much damage on a successful one.

Legendary actions

Legendary Actions (3/Turn)

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.

Blade

Fierna makes a Flame Blade attack.

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 25 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one.

Call Underling (Costs 3 Actions)

Fierna summons an allied spined devil in an unoccupied space that she can see.