Zariel

Large fiend (devil), Lawful Evil

Armor Class

21 (natural armor)

Hit Points

580 (40d10+360)

Speed

walk 50 ft., fly 150 ft.

Saves

Int +16, Wis +16, Cha +18

Skills

Intimidation +18, Perception +16

Damage Resistances

cold, fire, radiant; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered

Damage Immunities

necrotic, poison

Condition Immunities

charmed, exhaustion, frightened, poisoned

Senses

darkvision 120 ft.

Languages

all, telepathy 120 ft.

Challenge

26

Devil's Sight

Magical darkness doesn't impede Zariel's darkvision.

Magic Weapons

Zariel's weapon attacks are magical. When she hits with any weapon, the weapon deals an extra 36 (8d8) fire damage (included in the weapon attacks below).

Legendary Resistance (3/Day)

If Zariel fails a saving throw, she can choose to succeed instead.

Magic Resistance

Zariel has advantage on saving throws against spells and other magical effects.

Regeneration

Zariel 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. Zariel dies only if she starts her turn with 0 hit points and doesn't regenerate.

Innate Spellcasting

Zariel's innate spellcasting ability is Charisma (spell save DC 26). She can innately cast the following spells, requiring no material components: • At will: alter self (can become Medium when changing her appearance), detect evil and good, fireball, invisibility (self only), wall of fire • 3/Day each: blade barrier, dispel evil and good, finger of death

Actions

Multiattack

Zariel attacks twice with her longsword or with her javelins. She can substitute Horrid Touch for one of these attacks.

Longsword

Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage plus 36 (8d8) fire damage, or 19 (2d10 + 8) slashing damage plus 36 (8d8) fire damage if used with two hands.

Javelin

Melee or Ranged Weapon Attack: +16 to hit, reach 10 ft. or range 30/120 ft., one target. Hit: 15 (2d6 + 8) piercing damage plus 36 (8d8) fire damage.

Horrid Touch (Recharge 5-6)

Zariel touches one creature within 10 feet of her. The target must succeed on a DC 26 Constitution saving throw or take 44 (8d10) necrotic damage and be poisoned for 1 minute. While poisoned in this way, the target is also blinded and deafened. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Teleport

Zariel magically teleports, along with any equipment she is wearing and carrying, up to 120 feet to an unoccupied space she can see.

Legendary actions

Legendary Actions (2/Turn)

Zariel can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Zariel regains spent legendary actions at the start of its turn.

Immolating Gaze (Costs 2 Actions)

Zariel turns her magical gaze toward one creature she can see within 120 feet of her and commands it to combust. The target must succeed on a DC 26 Wisdom saving throw or take 22 (4d10) fire damage.

Teleport

Zariel uses her Teleport action.

Lair Actions

On initiative count 20 (losing initiative ties), Zariel can take a lair action to cause one of the following effects; she can't use the same effect two rounds in a row: • Zariel casts major image four times at its lowest level, targeting different areas with the spell. Zariel prefers to create images of intruders' loved ones being burned alive. Zariel doesn't need to concentrate on the spells, which end on initiative count 20 of the next round. Each creature that can see these illusions must succeed on a DC 26 Wisdom saving throw or become frightened of the illusion for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. • Zariel casts her innate fireball spell.

Regional Effects

The region containing Zariel's lair is warped by her magic, which creates one or more of the following effects: • The area within 9 miles of the lair is filled with screaming voices and the stench of burning meat. • Once every 60 feet within 1 mile of the lair, 10-foot-high gouts of flame rise from the ground. Any creature or object that touches the flame takes 7 (2d6) fire damage, though it can take this damage no more than once per round. • The area within 2 miles, but no closer than 500 feet, of the lair is filled with smoke, which causes the area to be heavily obscured. The smoke can't be cleared away. If Zariel dies, these effects fade over the course of 1d10 days.

Zariel

Large fiend (devil), Lawful Evil

Armor Class

21 (natural armor)

Hit Points

420 (29d10 + 261)

Speed

walk 50 ft., fly 150 ft.

Saves

Int +16, Wis +16, Cha +18

Skills

Intimidation +18, Perception +16

Damage Resistances

cold, fire, radiant; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered

Damage Immunities

necrotic, poison

Condition Immunities

charmed, exhaustion, frightened, poisoned

Senses

darkvision 120 ft.

Languages

all, telepathy 120 ft.

Challenge

26

Proficiency Bonus

+8

Devil's Sight

Magical darkness doesn't impede Zariel's darkvision.

Legendary Resistance (3/Day)

If Zariel fails a saving throw, she can choose to succeed instead.

Magic Resistance

Zariel has advantage on saving throws against spells and other magical effects.

Regeneration

Zariel 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. Zariel dies only if she starts her turn with 0 hit points and doesn't regenerate.

Actions

Multiattack

Zariel makes three Flail or Longsword attacks. She can replace one attack with a use of Horrid Touch, if available.

Flail

Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) force damage plus 36 (8d8) fire damage.

Longsword

Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) radiant damage, or 19 (2d10 + 8) radiant damage when used with two hands, plus 36 (8d8) fire damage.

Horrid Touch (Recharge 5-6)

Zariel touches one creature within 10 feet of her. The target must succeed on a DC 26 Constitution saving throw or take 44 (8d10) necrotic damage and be poisoned for 1 minute. While poisoned in this way, the target is blinded and deafened. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Spellcasting

Zariel casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 26): • At will: alter self (can become Medium when changing her appearance), detect evil and good, fireball, invisibility (self only), major image, wall of fire • 3/Day each: blade barrier, dispel evil and good, finger of death

Teleport

Zariel teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see.

Lair Actions

On initiative count 20 (losing initiative ties), Zariel can take one of the following lair actions; she can't take the same lair action two rounds in a row: Fireball: Zariel casts the fireball spell. Infernal Illusions: Zariel casts the major image spell four times, targeting different areas with it. Zariel prefers to create images of intruders' loved ones being burned alive. Zariel doesn't need to concentrate on the spells, which end on initiative count 20 of the next round. Each creature that can see these illusions must succeed on a DC 26 Wisdom saving throw or become frightened of the illusion for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary actions

Legendary Actions (3/Turn)

Zariel can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Zariel regains spent legendary actions at the start of its turn.

Teleport

Zariel uses Teleport.

Immolating Gaze (Costs 2 Actions)

Zariel turns her magical gaze toward one creature she can see within 120 feet of her and commands it to burn. The target must succeed on a DC 26 Wisdom saving throw or take 22 (4d10) fire damage.