Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Skills
Languages
Abyssal, telepathy 120.0 ft (36.6 m).
Resistances & Immunities
Traits
Petrifying Gaze
When a creature that can see the fulad-zereh's eyes starts its turn within 30 feet of the demon, the fulad-zereh can force it to make a DC 16 Constitution saving throw if the demon isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the saving throw begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or similar magic.
Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the demon until the start of its next turn, when it can avert is eyes again. If the creature looks at the demon, it must immediately make the save.
Weeping Acid
A creature that touches the fulad-zereh or hits it with a melee attack while within 5 feet of it must succeed on a DC 16 Dexterity saving throw or take 9 (2d8) acid damage.
Actions
Barbed Whip
+8 to hit, reach 30 ft (9.1 m). Hit: 3d6+4 necrotic damage.
Melee Weapon Attack: +8 to hit, reach 30 ft., one target. Hit: 14 (3d6 + 4) slashing damage, and, if the target is Large or smaller, it is pulled up to 25 feet toward the demon. If the target is a creature other than an undead or a construct, it must succeed on a DC 16 Constitution saving throw or take 5 (1d10) necrotic damage at the start of each of its turns as a barb of pure Abyssal energy lodges itself in the wound. Each time the demon hits the barbed target with this attack, the damage dealt by the wound each round increases by 5 (1d10). Any creature can take an action to remove the barb with a successful DC 14 Wisdom (Medicine) check. The barb crumbles to dust if the target receives magical healing.
Battleaxe
+8 to hit, reach 10 ft (3 m). Hit: 3d8+4 slashing damage.
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) slashing damage.
Multiattack
The demon makes two attacks: one with its barbed whip and one with its battleaxe.
About Fulad-Zereh
Fulad-Zereh is a huge fiend with a Challenge Rating of 9. It has a chaotic evil alignment.
In combat, this creature maintains an Armor Class of 18 and possesses 115 hit points (derived from 10d12+50).
Fulad-Zereh has communication capabilities including Abyssal, telepathy 120 ft.. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Fulad-Zereh
2 tips available
GM Tips: Using Fulad-Zereh
When using Fulad-Zereh in your D&D 5e campaign, consider these tactical approaches:
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Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
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Telepathic Communication: This creature can communicate telepathically, making it excellent for coordination with allies. Silence spells won't stop its communication. Consider 'Mind Blank' or abilities that block telepathy.
Player Guide: Facing Fulad-Zereh
2 strategies available
Player Guide: Facing Fulad-Zereh
When your party encounters this creature, keep these strategies in mind:
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Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
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Telepathy Awareness: This creature communicates telepathically! It can coordinate with allies silently. Silence won't stop it. Use 'Mind Blank' or abilities that block telepathy. Be cautious of mental attacks.
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 9.
Solo Encounter:
A single character of level 12 (up to level 20) can face this creature in a medium to hard encounter.
Experience Point Thresholds:
- Medium: 9,000 XP
- Hard: 13,500 XP
- Deadly: 18,000 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 Fulad-Zereh?
- Fulad-Zereh has a Challenge Rating of 9, making it appropriate for parties of level 9.0.
- What type of creature is Fulad-Zereh?
- Fulad-Zereh is a Huge Fiend, which affects how certain spells and abilities interact with it.
- What languages does Fulad-Zereh speak?
- Fulad-Zereh can communicate in Abyssal, telepathy 120 ft..
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