Large Celestial (Elf), Neutral
Armor Class 21 (natural armor)
Hit Points 580 (40d10 + 360)
Speed 50 ft., Fly 150 ft.
STR
23 (+6)
DEX
16 (+3)
CON
20 (+5)
INT
10 (+0)
WIS
20 (+5)
CHA
30 (+10)
Saving Throws CON +13, WIS +13, CHA +18
Skills Intimidation +18, Perception +16
Damage Resistances Lightning, Thunder
Damage Immunities Lightning, Poison, Thunder
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Passive Perception 26
Languages All, Telepathy 120 ft.
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

Detructive wrath(1per day). Max all Thunder Lightning damage.

Smite(5per day). Björ’s weapon attacks are magical. When he hits with any weapon, the weapon deals an extra 45 (10d8) Thunder damage (included in the weapon attacks below).

Innate Spellcasting. Charisma (spell save DC 21):

At will: command WIS save 3players, counterspell, fireball, [Tooltip Not Found] (self only), wall of fire

3/day each: armor of agathys 45 tempHP/lightning damage, call lightning 40 lightning, finger of death

Legendary Resistance (3/Day). If Björ fails a saving throw, he can choose to succeed instead.

Magic Resistance. Björ has advantage on saving throws against spells and other magical effects.

Magnetic Resonance (2)

  • All with in 30ft must pass a DC21 STR save or be pushed/pulled up to 15ft toward/away from him.
  • As a reaction if you are attack but melee you can add a +5 to your AC
  • if you attack with a melee attack that does lightning damage you can make another attack as part of that action 

 .

Actions

Multiattack. Björ attacks 3 

Hilt. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 27 (6d8 + 8) piercing damage plus 45 (10d8) Thunder damage.

Storm Breaker (Warhammer). Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 44 (8d8 + 8) bludgeoning or Slashing damage, or 52 (8d10 + 8) bludgeoning or Slashing damage when used with two hands, plus 45 (10d8) Thunder damage. In addition, the weapon emits a burst of cold that deals 10 (3d6) Lightning damage to each creature within 30 feet of it.

Shocking Grasp (Recharge 5–6). Björ touches one creature within 10 feet of her. They must succeed DC 21 Constitution save or take 55 (10d10) Lightning damage and are slowed slow also blinded for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Teleport. Björ magically teleports with anything he is holding or carrying, up to 120 feet to an unoccupied space he can see. DC21 Str save

Bonus Actions
Tempestuous Magic. you can cause gusts of air to surround you make you heavily obscured aswell as a 10 ft fly speed without provoking opportunity attacks.
Reactions

Magnetic Resonance. As a reaction if you are attack but melee you can add a +5 to your AC

Wrath of the Storm. When a creature within 15 ft that you can see hits you with a ln attack, you can use your reaction tocause the creature to make a DEX saving throw (DC 21 or it takes 4d8 Lightning or Thunder damage or half damage on success

Legendary Actions

Björ 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. Björ regains spent legendary actions at the start of his turn.

Attack.(Cost

1) Björ can make an attack.

Cast.(Cost 1) Björ can cast a spell.

Immolating Gaze (Costs 2 Actions). Björ 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.

Magnetic Resonance(2). All with in 30ft must pass a DC21 STR save or be pushed/pulled up to 15ft toward/away from him.

Thunder Step. Björ Teleports all 10ft DC21 CON save.44 (8d10) Thunder damage.

Description

Once a mighty angel charged with watching the tides of the Blood War, Zariel succumbed to the corrupting influence of the Nine Hells and fell from grace. Asmodeus admired Zariel’s passion for war and offered her rulership of Avernus. She accepted his offer and was transformed by Asmodeus into an archdevil.

Zariel’s “rise” came at the expense of Bel, her pit fiend predecessor. Zariel and Bel hate each other. To keep Bel busy and out of her sight, Zariel tasks him with forging weapons, armor, and gruesome demon-slaying machines.

To replenish her legions, Zariel needs the souls of mortals to create lemures, which she can then promote to higher forms of devils. Only by tempting mortals with power on the Material Plane and striking bargains with them can she bind them to her in the afterlife.

Matalotok. Zariel recently defeated the demon lord Kostchtchie and took his hammer, Matalotok, which grants Zariel immunity to cold damage. Without this hammer, Zariel has resistance to cold damage instead.

ChristianthDMM

Comments

Posts Quoted:
Reply
Clear All Quotes