Blessing of Avernus (Mythic Trait; Recharges after a Short or Long Rest). If Zariel is reduced to 0 hit points, her hit point total instead resets to 320 hit points, she recharges her Horrid Touch, and she regains any expended uses of Legendary Resistance. Additionally, Zariel can now use the options in the “Mythic Actions” section for 1 hour. Award a party an additional 90,000 XP (180,000 XP total) for defeating Zariel after her Blessing of Avernus activates.
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.
Multiattack. Zariel attacks two Flail attacks and one Longsword attack. 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 if 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 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.
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), detect evil and good, fireball, invisibility (self only), wall of fire
3/day each: blade barrier, dispel evil and good, finger of death
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.
Teleport. Zariel uses her Teleport action.
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.
If Zariel's Blessing of Avernus trait has activated in the last hour, she can use the options below as legendary actions.
Attack. Zariel makes one Flail or Longsword attack.
Infernal Magic (Costs 2 Actions). Zariel uses Spellcasting or Teleport.
Summon Erinyes (Costs 3 Actions). Zariel magically summons an erinyes. The erinyes appears in an unoccupied space within 60 feet of Zariel, acts as Zariel's ally, and can summon other devils if it has such power. The erinyes remains until Zariel dies or until she dismisses it as an action.
Description
A pale reflection of the celestial she once was, Zariel now resembles a burning inferno. Her skin is scorched and ashen, pale with the grace drained from it. Her wings, which used to possess thousands of ivory feathers, now range between warm magma and a waterfall made of fire. On Mount Celestia, her greatest virtue was an unmatched determination—and this determination remains, only fueled by anger.
Ideal. “I will empty the Nine Hells of even the smallest demonic incursion.”
Bond. “Drive back the infinite hordes of the Abyss. Fiend, celestial—it doesn’t matter who does the job.”
Flaw. “When I set out to do something, I will accomplish it at any cost.”
Lair and Lair Actions
Zariel’s Lair
Zariel makes her lair in a basalt citadel that rises up in Avernus. From nearly a mile away, one can hear the screams and moans coming from the burned victims chained to the stronghold’s wall, the dying remains of those who failed to impress the archdevil. The stronghold, covering five square miles, is surrounded by walls reinforced with high turrets. Devils of all kinds crawl over the structure, ensuring that no intruders breach their defenses.
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:
Fireball. Zariel casts the fireball spell.
Infernal Illusions. 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.
Regional Effects
The region containing Zariel’s lair is warped by her magic, which creates one or more of the following effects:
Hellscape. The area within 9 miles of the lair is filled with screaming voices and the stench of burning meat.
Pyres. 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.
Smoke. 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.
Previous Versions
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