Maddened Mind. The Avatar of Tharizdun is immune to any spell or effect that would read his mind or emotions, as well as any divination spell with the Avatar of Tharizdun as the target. If a divination spell is cast, such as scrying or detect thoughts, with the target being the Avatar of Tharizdun, the caster must succeed on a DC 27 Intelligence saving throw or take 66 (12d10) psychic damage, lose concentration on the spell, and gain a form of indefinite madness. If the caster succeeds on the saving throw, they only take half as much damage, can make a concentration check against the damage, and gain a form of short term madness. The Avatar of Tharizdun is aware of any divination magic targeting him and knows the location of the caster within a 4-mile radius of error.
Devil’s Sight. Magical darkness doesn’t impede the Avatar's darkvision.
Innate Spellcasting. The Avatar of Tharizdun'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 its appearance), detect evil and good, fireball, invisibility (self only), wall of fire
3/day each: blade barrier, dispel evil and good, finger of death
Legendary Resistance (3/Day). If the avatar fails a saving throw, it can choose to succeed instead.
Magic Resistance. The Avatar of Tharizdun has advantage on saving throws against spells and other magical effects.
Fear Aura: Any creature hostile to the Avatar of Tharizdun that starts its turn within 20 ft. of him must make a DC 21 Wisdom saving throw, unless the archdevil is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature’s saving throw is successful, the creature is immune to the archdevil’s fear aura for the next 24 hours.
Regeneration. The avatar regains 20 hit points at the start of its turn. If it takes radiant damage, this trait doesn’t function at the start of her next turn. The avatar dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Multiattack. The Avatar of Tharizdun attacks twice with the sword of madness.
Blade of the Ruin. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 17 (1d8 + 5) slashing damage plus 22 (4d12) necrotic damage and be afflicted with short-term madness on a failed save, or take half damage and not be afflicted with madness on a success. A character afflicted with short-term madness is subjected to an Effect from the Short-Term Madness table for 10 minutes.
- 01-20: The character retreats into his or her mind and becomes paralyzed. The Effect ends if the character takes any damage.
- 21-30: The character becomes incapacitated and spends the Duration screaming, laughing, or weeping.
- 31-40: The character becomes frightened and must use his or her action and Movement each round to flee from the source of the fear.
- 41-50: The character begins babbling and is incapable of normal Speech or Spellcasting.
- 51-60: The character must use his or her action each round to Attack the nearest creature.
- 61-70: The character experiences vivid hallucinations and has disadvantage on Ability Checks.
- 71-75: The character does whatever anyone tells him or her to do that isn’t obviously self- destructive.
- 76-80: The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal.
- 81-90: The character is stunned.
- 91-100: The character falls unconscious.
Teleport. Zariel magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see.
The Avatar of Tharzidun 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. The Avatar of Tharizdun regains spent legendary actions at the start of her turn.
Blade of the Ruin. The Avatar of Tharizdun can make a single attack with the Blade of the Ruin.
Drain Life (Costs 2 Actions). The Avatar of Tharizdun unleashes a wave of life-draining destruction. Each creature within 60 feet of the Avatar of Tharizdun must make a DC 24 Constitution saving throw or take 27 (5d10) necrotic damage on a failed save or half as much on a success. The Avatar of Tharizdun regains hit points equal to half the damage dealt.
Necrotic Swirling Shadows (Costs 3 Actions): Each living creature within 20 ft. of the Avatar of Tharizdun must make a DC 21 Constitution saving throw against this magic, taking 28 (6d8+1) necrotic damage on a failed save, or half as much damage on a successful one.
Teleport. The Avatar of Tharizdun uses its Teleport action.
Description
While it is only an extension of the Dark God's will, The Avatar of Tharizdun is a powerful elder evil even on its own. On its own, the Avatar of Tharizdun's awakening endangers all mortal life on a given world. But this pales in comparison to the true threat: the release of its master Tharizdun, who seeks to bring about the end of the universe, and has the means to achieve it.
Its nature as both avatar and elder evil fills its mind with a deep and abiding desire to reunite with Tharizdun and restore the exiled god to the fullness of his being. The elder evil is not quite aware of its own divine origins thanks to many centuries spent trapped deep within the earth, but at some instinctual level, it recognizes this need and thus it devotes all of its being toward completing this objective. What it does know is that it has many enemies arrayed against it, and so it is careful not to reveal itself until such time that it is strong enough to smash those who stand against it. But this pales in comparison to the true threat: the release of its master Tharizdun, who seeks to bring about the end of the universe, and has the means to achieve it.
Its need for joining Tharizdun fills its thoughts, but it has no clear understanding of how it should go about achieving this end. The only thing it receives are fleeting images, disparate memories of sensations and emotions, and a deep and abiding hatred. From time to time, a face swims into its consciousness, and when it appears, it compels its minions to seek out and destroy these individuals, although even it knows not why. In truth, it is Tharizdun himself who dispatches these messages to remove obstacles that would prevent the Avatar from completing its mission.
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