Large Fiend (Devil), Lawful Evil
Armor Class 21 Natural armor
Hit Points 580 (40d10 + 360)
Speed 50 ft., fly 150 ft.
STR
27 (+8)
DEX
24 (+7)
CON
28 (+9)
INT
26 (+8)
WIS
27 (+8)
CHA
30 (+10)
Saving Throws 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 120ft, Passive Perception 26
Languages All, Telepathy 120ft
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

Devils sight magical darkness doesn’t Impede  Zariels darkvision 

Infernal weapon’s Zariels weapon attack’s are magical when she hits with a weaponThe weapon deals an extra 36 (8d8) fire damage (included in attacks)

legendary resistance (3/day) if Zariel fails a saving throw she can choose to succeed instead

magic resistance Zariel has advantage on saving throws I can spells and other magical effects

Regeneration  Zariel regains 20 hit points at the start of her turn if she takes radian damage this trait doesn’t function at the start of her turn Zariel dies only if she starts return with 0 hit points and doesn’t regenerate 

Actions

Multiattack Zariel makes three flail or blade of avernus attack’s she can replace one attack with a use of horrid touch if available

flail melee weapon attack +16 to hit reach 10ft one target hit 17 (2d8+8) force damage plus 36 (8d8) fire damage 

blade of avernus (longsword) melee weapon attack +16 to hit reach 10ft 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 one minute while poisoned in this way the target is blinded and deafened The creature can repeat the saving throw at the end of each of its turns ending the effect on itself on the 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 

Legendary Actions

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 creatures turn Zariel regains spent legendary actions at the start of her turn

teleport Zariel uses teleport 

immolating gaze (costs 2 actions) Zariel turns her magical gaze towards 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 

Lair and Lair Actions

Zariel makes her Lair in the basalt citadel of avernus from nearly a mile away one can hear the screams coming from burnt victims chained to the strongholds wall the dying remains of those who failed to impress the arch devil The strong holds covering 5 miles is surrounded by wallsreinforced with high Turrets devils of all kinds crawl over the structure ensuring no intruders breach their defenses

Lair Actions

On initiative count 20 (losing initiative ties), Zariel  takes a lair action to cause one of the following effects; Zariel  can’t use the same effect two rounds in a row:

  • Fireball Zariel cast’s fireball 
  • Infernal illusion’s Zariel casts major image spell four times targeting different areas of her lair with it Zariel prefers to create images of intruders loved ones being burnt alive Zariel doesn’t need to concentrate on the spells which end on initiative count 20 on the next round each creature they can see the illusions must succeed on a DC 26 wisdom savings throw or become frightened of the illusion for one minute A frieden creature can repeat the saving throw at the end of each of its terms 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 one 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 they can take the damage no more than once per round 
  • Smoke the area within 2 miles of The lair but no closer than 500 feet 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.

Monster Tags: Devil

Larktheflamegnome

Comments

Posts Quoted:
Reply
Clear All Quotes