Large Celestial (Angel), Lawful Good
Armor Class 22 (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, Persuasion +18
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 120 ft., Truesight 60 ft., Passive Perception 26
Languages All, Telepathy 120 ft.
Challenge 27 (105,000 XP)
Proficiency Bonus +8
Traits

Radiant Sight. Magical darkness doesn’t impede Zariel’s darkvision.

Divine Weapons. Zariel’s weapon attacks are magical. When she hits with any weapon, the weapon deals an extra 36 (8d8) radiant damage (included in the weapon attacks below).

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 when changing her appearance), detect evil and good, daylight, invisibility (self only), guardian of faith

3/day each: blade barrier, dispel evil and good, resurrection, banishing smite

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.

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

Actions

Multiattack. Zariel attacks twice with her flail and once with Sword of Zariel or Matalotok (depending on which she is wielding). She can substitute Sanctified Touch for Sword of Zariel/Matalotok.

Flail. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) piercing damage plus 36 (8d8) radiant damage.

Sword of Zariel (Longsword). Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 13 (1d8+8) slashing damage plus 13 (3d8) and 36 (8d8) radiant damage.

Matalotok (Warhammer). Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage plus 36 (8d8) radiant damage. In addition, the weapon emits a burst of cold that deals 10 (3d6) cold damage to each creature within 30 feet of it.

Sanctified Touch (Recharge 5–6). Zariel touches one creature within 10 feet of her. An evil or hostile neutral target must succeed on a DC 26 Constitution saving throw or take 44 (8d10) radiant damage and be blinded for 1 minute. When blinded in this way, the target is also stunned for 2 rounds or until it succeeds the saving throw. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A good aligned or allied neutral character instead regains 8d6 hit points and has one negative condition or disease afflicting it removed.

Teleport. Zariel magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see.

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 creature’s turn. Zariel regains spent legendary actions at the start of her turn.

Purifying Gaze (Costs 2 Actions). Zariel turns her magical gaze toward one creature she can see within 120 feet of her and commands it to explode in holy fire. The target must succeed on a DC 26 Wisdom saving throw or take 22 (4d10) radiant damage.

Teleport. Zariel uses her Teleport action.

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. However, upon a confrontation with a party of adventurers intent on restoring the lost city of Elturel, Zariel was presented with the opportunity to redeem herself and, in defiance of the hells, she accepted.

Now a warrior of the heavens once more, Zariel still feels the immense weight of her actions as ruler of Avernus bearing down upon her, and relies on her dauntless companion Lulu to both comfort and counsel her in this. She feels a particular responsibility to Elturel due to her own role in the city's prior descent, and is most concerned with counteracting further fiendish machinations upon the mortal planes - Asmodeus is of particular concern to the restored archangel, aware as she is of her own part in his prior machinations and the scope of the long game the master of the hells is ever playing.

Sword returned. Zariel recently had the sword of her own making returned to her, and in her hand it shines brighter than ever. Whilst attuned to the Sword of Zariel, Zariel's ac is increased by one, she has proficiency in persuasion and advantage on insight checks, deals an additional 13 (3d8) radiant damage and can shed bright light in a 15 foot radius and dim light for an additional 15 feet which gives any fiends within the radius of the bright light disadvantage on all attack rolls and is generally disconcerting to creatures of the lower planes - as a bonus action, Zariel can also intensify this radius to 30 feet of bright light and a further 30 of dim light, or bring it back to it's normal intensity. If Zariel does not have the sword returned to her during the process of her redemption, replace these features with those of the hammer Matalotok described in her main stat block, assuming she retains access to that weapon.

Monster Tags: Angel

Redwing546

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