Firre | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

Remove these ads. Join the Worldbuilders Guild

Homebrew, Book of Exhalted Deeds (3.5)

Firre CR: 9

Medium celestial (ljosalfar), chaotic good
Armor Class: 16 (Natural Armor)
Hit Points: 44 (8d8 + 8)
Speed: 40 ft , fly: 90 (Fiery Pillar Form) ft

STR

20 +5

DEX

14 +2

CON

12 +1

INT

17 +3

WIS

16 +3

CHA

18 +4

Saving Throws: Constitution +5, Wisdom+7, Charisma +8
Skills: Arcana +7, Deception +8, Disguise Kit +4, History (Art) +7, Insight +7, Intimidation +8, Perception +7, Performance +12, Persuasion +8, Survival +7
Damage Resistances: Bludgeoning, Piercing, & Slashing from Nonmagical Attacks; Acid, Cold, Fire, Poison
Damage Immunities: Lightning
Condition Immunities: Petrified, Poisoned
Senses: Darkvision 60', Passive Perception 17
Languages: Celestial, Common, Draconic, Infernal
Challenge Rating: 9 ( 5000 XP)
Proficiency Bonus: +4

Innate Spellcasting. The firre's innate spellcasting ability is Charisma (spell save DC 16, +8 spell attack bonus). It can innately cast the following spells, requiring no material components:

  • At will: Detect Thoughts, Tongues
  • 3/Day: Fireball, Major Image, See Invisibility
  • 2/Day: Greater Invisibility, Polymorph, Wall of Fire
  • 1/Day: Prismatic Spray

Spellcasting (Humanoid Form Only). The firre is an 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 spell attack bonus). It has the following cleric spells prepared:

  • Cantrips (at will): Guidance, Mending, Resistance, Sacred Flame
  • 1st-Level (4 slots): Bless, Detect Evil & Good, Detect Magic, Identify, Searing Smite, Shield of Faith
  • 2nd-Level (3 slots): Continual Flame, Enhance Ability, Heat Metal, Hold Person, Magic Weapon
  • 3rd-Level (3 slots): Elemental Weapon, Dispel Magic, Protection from Energy
  • 4th-Level (1 slot): Banishment, Fabricate, Wall of Fire


Aura of Warding. The firre emits a 10' radius aura of divine protection. The aura has the following affects with a creature that is an fey, fiend, or undead creature type in the following ways:

  • The creature can't willingly enter the aura by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a DC 16 Charisma saving throw.
  • The creature has disadvantage on attack rolls against targets within the aura.
  • Targets within the aura can't be charmed, frightened, or possessed by the creature.

Flyby (Fiery Pillar Form Only). The firre dosen't provoke opportunity attacks when it flies out of an enemy's reach.

Magic Resistance. The firre has advantage on saving throws against spells & other magical effects.

Actions

Multiattack. In its humanoid form, the firre can make two greatsword attacks, two javeline attacks, or one greatsword & one javelin attack. In its fiery pillar form, the firre can make two slam attacks.

Greatsword (+2) (Humanoid Form Only). Melee Weapon Attack: +11 to hit, 5' reach, one target. Hit: 14 (2d6 + 7) slashing damage.

Javelin (+2) (Humanoid Form Only). Melee or Thrown Weapon Attack: +11 to hit, 5' reach or 30'/120' range, one target. Hit: 10 (1d6 +7) piercing damage.

Slam (Fiery Pillar Form Only). Melee Weapon Attack: +9 to hit, 5' reach, one target. Hit: 8 (1d6 + 5) bludgeoning damage & 3 (1d6) fire damage.

Turning Gaze (Humanoid Form Only) (2/Day). The firre's divine gaze can destroy some enemies instantly. Each fey, fiend, or undead creature within 30' of the ghaele that it can see must make a DC 15 Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

  • When a fey, fiend, or undead creature of CR 1 or lower fails its saving throw against the firre's turning gaze feature, the creature is instantly destroyed.
  • A turned creature must spend its turns trying to move as far away from the firre as it can, & it can't willingly move to a space within 30' of the firre. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Fiery Pillar Form. A firre can assume the form of crackling pillar of fire. While in this form, it is immune to any spell or effect that would alter its form. It can revert back to humanoid form at will as a free action, if it is made unconscious, or it dies.

Bonus Actions

Divine Song (Humanoid Form Only). The firre can inspire its allies through holy music. It chooses one creature other itself within 60' of it that can hear it. That creature gains a 1d8 Divine Inspiration die.

  • Once within the next 10 minutes, the creature can roll the die & the add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Divine Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Divine Inspiration die is rolled, it is lost. A creature can have only one Divine Inspiration die at a time.


Created by

Baron_Imperious2.

Statblock Type

Monster

Link/Embed