Devil’s Sight. Magical darkness doesn’t impede Zariel’s darkvision.
Fiery 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).
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 (cast at 9th level): alter self (can become Medium when changing her appearance), detect evil and good, dispel magic, fireball, invisibility (self only), wall of fire
3/day each (cast at 9th level): blade barrier, dispel evil and good, finger of death
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.
Zealot. (Mythic Trait; Recharges after a Short or Long Rest). If Zariel is reduced to 0 hit points, she doesn't die or fall unconscious. Instead, she regains 580 hit points, removes all negative condition effects and a 30-foot cube fire storm springs into existence centered on her.
A creature that moves into the area or starts its turn there must make a DC 20 Dexterity saving throw, taking 44 (8d10) fire damage on a failed save, or half as much damage on a successful one. The storm moves 15 feet in a random direction on initiative count 0 (losing ties). The fire storm ignites flammable objects that aren't being worn or held. A successful dispel magic (DC 18) cast on the storm causes it to flame out and disappear, otherwise the storm becomes a permanent feature of Avernus.
Multiattack. Zariel attacks twice with her flail and once with Matalotok. She can substitute Horrid Touch for Matalotok.
Infernal Flail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) piercing damage plus 36 (8d8) fire damage.
Matalotok (Warhammer). Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage plus 36 (8d8) fire damage. In addition, the weapon emits a burst of cold that deals 10 (3d6) cold damage to each creature within 30 feet of it.
Horrid Touch (Recharge 4–6). 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 or carrying, up to 120 feet to an unoccupied space she can see.
Blade Barrier (3/day). Zariel creates a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within 90 ft. and lasts for 10 minutes or until Zariel loses concentration. Zariel can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain. When a creature enters the wall's area for the first time on a turn or starts its turn there, the creature must make a DC 26 Dexterity saving throw. On a failed save, the creature takes 33 (6d10) slashing damage. On a successful save, the creature takes half as much damage.
Fireball. Zariel throws a fireball at a point within 150 ft. Each creature in a 20-foot-radius sphere centered on that point must make a DC 26 Dexterity saving throw. A target takes 49 (14d6) fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
Wall of Fire (3/day). Zariel creates a wall of fire on a solid surface within range. The wall is up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for 1 minute or until Zariel loses its concentration. When the wall appears, each creature within its area must make a DC 26 Dexterity saving throw. On a failed save, a creature takes 45 (10d8) fire damage, or half as much damage on a successful save. One side of the wall, selected by Zariel when creating the wall, deals 45 (10d8) fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side deals no damage.
Zariel 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. Zariel regains spent legendary actions at the start of her turn.
Immolating Gaze. 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.
Thirst for Battle (Costs 2 Actions). Zariel can make a melee attack with Matalotok against any number of creatures within 10 ft. of her.
If Zariel's mythic trait is active, she can use the options below as legendary actions for 1 hour after using Zealot.
Artillery Lance (Costs 2 Actions; recharge 6). Can be used if an operational flying fortress loyal to Zariel has line of sight to her and is within 600 ft. of the target designated by her. The flying fortress fires one of its artillery lances at the designated point and all creatures within a 60 ft. radius of that point must make a 18 DC Dexterity saving throw, taking 45 (10d8) lightning damage and 45 (10d8) radiant damage on a failed save, or half on a success.
Description
See entries for a description of her lore and lair actions: Zariel; Archduke Zariel of Avernus.
Lair and Lair Actions
See entries for a description of her lore and lair actions: Zariel; Archduke Zariel of Avernus.
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