Devil's Sight. Magical darkness doesn't impede the Aspect of Zariel's darkvision.
Fiery Weapons. The Aspect of Zariel's weapon attacks are magical. When it hits with any weapon, the weapon deals an extra 9 (2d8) fire damage (included in the weapon attacks below).
Innate Spellcasting. The Aspect of Zariel's spellcasting ability is Charisma (spell save DC 19). It 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
1/day each: Fireball, Invisibility (self only), Wall of Fire
Legendary Resistance (1/Day). If the Aspect of Zariel fails a saving throw, it can choose to succeed instead
Regeneration. The Aspect of Zariel regains 10 hit points at the start of its turn. If it takes radiant damage, this trait doesn't function at the start of its next turn. The Aspect of Zariel dies only if it starts its turn with 0 hit points and doesn't regenerate.
Multiattack. The Aspect of Zariel attacks twice with its longsword or with its javelins. It can substitute Horrid Touch for one of these attacks.
Longsword. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) slashing damage, or 16 (2d10 + 5) slashing damage if used with two hands, plus 9 (2d8) fire damage.
Javelin. Melee or Ranged Weapon Attack: + 10 to hit, range 30/120 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 9 (2d8) fire damage.
Horrid Touch (Recharge 5-6). Melee Weapon Attack: + 10 to hit, reach 10 ft., one target. Hit: 22 (4d10) necrotic damage, and the target is 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 (Recharges 5-6). The Aspect of Zariel magically teleports, along with any equipment it is wearing and carrying, up to 60 feet to an unoccupied space it can see.
The Aspect of 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. The Aspect of Zariel regains spent legendary actions at the start of its turn.
Move. The Aspect of Zariel moves up to half its speed.
Teleport. The Aspect of Zariel uses its Teleport action, if available.
Immolating Gaze (Costs 2 Actions). The Aspect of Zariel turns its magical gaze toward one creature it can see within 120 feet of it and commands it to combust. The target must succeed on a DC 19 Wisdom saving throw or take 16 (3d10) fire damage.
Description
Zariel grants petitioners her Aspect if it will help her cause, especially if it is used to train particularly skilled and talented warriors that may become part of Zariel's army.
Zariel's Aspect resembles a 9-foot tall female with angelic features, but its facial expressions twisted in an eternal scowl. It has three horns sprouting from its forehead that curls over its head seemingly like a helmet and legs that resemble a goat's. Wings that once had feathers now burn with an eternal flame, spread from its back.
The Aspect of Zariel wields a flaming sword and javelin, which it relies on most during combat, just like its progenitor. Priding itself a true warrior, the Aspect rarely uses its spells and abilities unless faced with a powerful foe.
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