Angelic Weapons.
Zariel's weapon attacks are magical. When she hits with any weapon, the weapon deals an extra 20 (4d8) radiant damage or 40 (8d8) radiant damage if you're wielding the weapon with two hands (included in the attack).
Divine Awareness.
Zariel knows if she hears a lie.
Holy Light.
Zariel's sword sheds bright light in a 15-foot radius, and dim light for an additional 15 feet. Fiends within this light have disadvantage on all attack rolls.
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: alter self (can become Medium sized when changing her appearance), blinding smite, detect evil and good, guiding bolt (3rd level only), invisibility (self only), wall of light
3/day each: blade barrier, dispel evil and good, plane shift
1/day each: commune, gate, resurrection
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.
Multiattack.
Zariel makes three Sword of Zariel or Celestial Smite attacks. She can replace one attack with a use of Healing Touch, if available.
Sword of Zariel.
Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 18 (2d8 + 8) slashing damage or 20 (2d10 + 8) slashing damage if you're wielding the weapon with two hands plus 20 (4d8) radiant damage or 40 (8d8) radiant damage if you're wielding the weapon with two hands. An evil creature struck by this weapon must succeed a DC 17 Constitution saving throw or be blinded until the end of its next turn.
Celestial Smite.
Ranged Spell Attack: +16 to hit, range 120 ft., one target. Hit: 40 (8d8) radiant damage. If the target is an evil creature that has 100 hit points or fewer, it must succeed on a DC 26 Constitution saving throw or die. A creature killed by this attack has its body disintegrated.
Healing Touch (Recharge 5-6).
Zariel touches one creature within 10 feet of her. The target magically regains 70 hit points and is freed from any curse, disease, poison, blindness, or deafness. An undead or fiend type creature touched by this ability must succeed a DC 26 Constitution saving throw, or suffer 70 radiant damage, instead of healing.
Teleport.
Zariel magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see.
Zariel can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Archduke regains spent legendary actions at the start of its turn.
• Blinding Gaze (Costs 2 Actions). Zariel targets one creature she can see within 120 feet of her. If the target can see her, the target must succeed on a DC 26 Constitution saving throw or suffer 24 (4d10) radiant damage, and be blinded until the end of its next turn.
• Teleport. Zariel uses her Teleport action.
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