Ruinblade. Sariel uses the Legendary Ruinblade Greatsword.
Magic Resistance. Sariel has advantage on saving throws against spells and other magical effects.
Legendary Resistance (3/Day). If Sariel fails a saving throw, he can choose to succeed instead.
Innate Spellcasting. His spellcasting ability is [Charisma] (spell save DC 25, +15 to hit with spell attacks). Sariel has following spells prepared:
At Will: detect evil and good, invisibility (self only),Compulsion
3/day each: blade barrier, Dominate Person
2/day each:summon fiend, harm,contagion
1/day each: reverse gravity,storm of vengeance, meteor swarm
Multiattack. Sariel makes two greatsword attacks.
Greatsword Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 17 (2d6 + 9) slashing damage plus 27 (6d8) radiant/necrotic damage (dependent on form).
Emperor’s Helix (Recharge 5–6). Ranged Spell Attack: +17 to hit, range 60 ft., one creature. Hit: 54 (12d8) radiant/necrotic damage (dependent of form), and Sariel can choose another creature he can see within 10 feet of the target. The second creature regains 27 (6d8) hit points.
Attack. Sariel can make one greatsword attack as a bonus action.
Spell Casting. Sariel can cast one of his 2/day or 3/day spells as a bonus action.
Parry. Sariel adds 7 to his AC against one melee attack that would hit him. To do so, Sariel must see the attacker and be wielding a melee weapon.
Unyielding. When Sariel is subjected to an effect that would move him, knock him prone, or both, he can use his reaction to be neither moved nor knocked prone.
Sariel 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. Sariel regains spent legendary actions at the start of its turn.
Teleport. Sariel magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Searing Burst (Costs 2 Actions). Sariel emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant/necrotic damage (dependent on form) on a failed save, or half as much damage on a successful one.
Blinding Gaze (Costs 3 Actions). Sariel targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.
Sariel, can use any of the following mythic actions once per day.
Infernal Rebirth. When reduced to 0 hit points Sariel becomes encased in an impregnable sphere of darkness and emerges as in a new infernal form as a Prince of the Nine Hells.
Cleanse with Fire. Erupting flames from within Sariel burn away any conditions that are currently affecting him. The flames deal 4d10 radiant/fire damage (dependent on form) to any creature within 10 feet of Sariel.
Description
Physical Form. Standing 19ft tall with a triple wings, Sariel had a body that felt as though it had been carved from adamantine. As a celestial and general of the armies of heaven had a lighter skin tone and golden hair, he was a shining example of what a celestial is.
Ideals. "If mortals refuse to do what is right, and can not be forced to do so, then they must suffer for their sins."
Bond. "It is my mission to punish the unclean."
Flaw. "I cherish peace and good with all my heart. I don't care how many men, women, and children I must punish and kill to get it."
Personality. Sariel has a very commanding presence and does not accept those who will not heed his every word. He has a short fuse and demands respect. When challenged he will not backdown no matter the odds.
Lair and Lair Actions
The throne room of Lightfall was once a beautiful white marbled hall the ceiling open to the heavens. After millennia at the bottom of the sea it has coral growth across all it's surface in what should be a beautiful contrast with the white marble is a tainted black tumor looking growths that many creatures of the deep would welcome as a home.
Lair Actions
On initiative count # 20, Sariel takes a lair action to cause one of the following effects; Sariel can’t use the same effect two rounds in a row:
- Sariel chooses a creature within his lair that he can see. The creature must succeed on a DC 23 Charisma saving throw or be banished to the nine hells until Sariel uses another lair action. Creatures sent to the nine hells in this manner can only escape by using magic spells, abilities, or items.
- Sariel creates a portal anywhere within his lair. He can attack and take actions against any creature through the portal as though he were standing right next to them.
Regional Effects
The region containing a legendary Sariel's lair is a drowned land risen, which creates one or more of the following effects:
- Puddles through-out the Lightfall have a depth of 50ft and a heavy under current, requiring a DC 20 Strength saving throw to be able to swim against. These puddles all connect and are home to a Leviathan.
- Sariel can summon Undead Twilight through the puddles across Lightfall.
If the Sariel dies, these effects fade over the course of 30 days.
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