Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Skills
Languages
Common
Resistances & Immunities
Traits
Apotheosis
When the fierstjerren has 80 hp or fewer, the spirit within it tears free and tendrils of necrotic energy erupt from its skin. When it hits with any weapon, the weapon deals an extra 4 (1d8) necrotic damage. When it has 60 hp or fewer, its weapon attacks instead deal an extra 9 (2d8) necrotic damage. When it has 40 hp or fewer, its weapon attacks instead deal an extra 13 (3d8) necrotic damage.
Thrall Watch
A fierstjerren with thralls can't be surprised and attacks from hiding don't gain advantage against it.
Actions
Multiattack
The fierstjerren makes two sword attacks.
Sword
+6 to hit, reach 5 ft (1.5 m). Hit: 2d8+3 slashing damage.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.
Terrifying Glare
The fierstjerren targets one creature it can see within 30 feet of it. If the creature can see the fierstjerren, it must succeed on a DC 15 Wisdom saving throw or be frightened until the end of the fierstjerren's next turn.
Thrall Enslavement
The fierstjerren targets one humanoid it can see within 30 feet of it that has a CR up to 1/2. The humanoid must succeed on a DC 15 Wisdom saving throw or be magically charmed by the fierstjerren. The fierstjerren can telepathically communicate with any creature it has charmed. The charmed target can't take reactions and obeys the fierstjerren's verbal and telepathic commands. A fierstjerren can have up to twelve charmed thralls at one time. A charmed thrall loses the memories of its previous life and devotes itself to the fierstjerren and the cult. The charm lasts for 24 hours or until the fierstjerren is destroyed, is more than 300 feet from the charmed target, or takes a bonus action to end the effect. The fierstjerren can attempt to reassert control over all of its thralls by using this action. Each thrall can repeat the saving throw when the fierstjerren uses this action to reassert control.
About Fierstjerren
Fierstjerren is a medium undead with a Challenge Rating of 5. It has a neutral evil alignment.
In combat, this creature maintains an Armor Class of 14 and possesses 105 hit points (derived from 14d8+42).
Fierstjerren has communication capabilities including Common. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Fierstjerren
2 tips available
GM Tips: Using Fierstjerren
When using Fierstjerren in your D&D 5e campaign, consider these tactical approaches:
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Significant Threat: Challenging for parties of levels 5-10
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Epic Potential: Consider legendary actions for memorable battles
Player Guide: Facing Fierstjerren
2 strategies available
Player Guide: Facing Fierstjerren
When your party encounters this creature, keep these strategies in mind:
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Significant Threat: Prepare spells and resources
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Team Coordination: Coordinate attacks and defenses
Encounter Building Calculator
Encounter Building Calculator
Standard Party Encounter (4-5 characters):
This creature is a medium encounter for a party of 4 characters of level 5.
Solo Encounter:
A single character of level 7 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 3,000 XP
- Hard: 4,500 XP
- Deadly: 6,000 XP
Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.
Frequently Asked Questions
Frequently Asked Questions
- What is the challenge rating of Fierstjerren?
- Fierstjerren has a Challenge Rating of 5, making it appropriate for parties of level 5.0.
- What type of creature is Fierstjerren?
- Fierstjerren is a Medium Undead, which affects how certain spells and abilities interact with it.
- What languages does Fierstjerren speak?
- Fierstjerren can communicate in Common.
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