Armor Class 20 Natural armor
Hit Points 350 (20d12 + 140)
Speed 40 ft., fly 60 ft.
STR
26 (+8)
DEX
18 (+4)
CON
24 (+7)
INT
20 (+5)
WIS
22 (+6)
CHA
30 (+10)
Saving Throws STR +15, DEX +11, CON +14, WIS +13, CHA +17
Skills Insight +12, Intimidation +16, Perception +12
Damage Resistances Cold, Lightning, Necrotic, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 22
Languages Celestial, Common, Infernal
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

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

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

Innate Spellcasting. Zarathustra's spellcasting ability is Charisma (spell save DC 24, +16 to hit with spell attacks). Zarathustra can innately cast the following spells, requiring no material components:

  • At will: Blade Barrier, Fireball, Flame Strike, Plane Shift
  • 3/day each: Chain Lightning, Circle of Death, Hold Monster
  • 1/day each: Disintegrate, Finger of Death, Meteor Swarm

Apocalyptic Aura. Within a 60-foot radius of Zarathustra, all creatures have disadvantage on saving throws against spells and effects that deal necrotic or radiant damage.

Celestial Corruption. Zarathustra corrupts the celestial essence within 60 feet, causing any celestial creatures to become charmed or corrupted, serving Zarathustra's will for 1 minute.

Oblivion's Grasp. Zarathustra unleashes a blast of dark energy in a 30-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one.

Actions

Multiattack. Zarathustra makes three attacks: one with its Doombringer and two with its Abyssal Flames.

Doombringer. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 8) slashing damage plus 18 (4d8) necrotic damage.

Abyssal Flames. Zarathustra summons flames from the Abyss in a 20-foot radius area within 120 feet. Each creature in that area must make a DC 20 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.

Reactions

Aura of Retribution. When Zarathustra takes damage from a creature within 30 feet of it, that creature takes 14 (4d6) radiant damage.

Legendary Actions

Darkened Veil (Legendary Action). Zarathustra shrouds itself in darkness, becoming invisible until the end of its next turn or until it attacks.

Mythic Actions

When Zarathustra falls to 0 hit points, she regenerates to full health and has access to these abilities:

Summon Voidspawn (Mythic Action). Zarathustra summons 1d4 Voidspawn, twisted aberrations from beyond reality, to aid in combat.

Cataclysmic Surge (Mythic Action). Zarathustra channels raw destructive energy, causing a cataclysmic explosion in a 40-foot radius. All creatures within must succeed on a DC 20 Dexterity saving throw or take 8d10 force damage and become stunned for 1 round.

Lair and Lair Actions

The lair of The Herald of Oblivion is a forsaken cathedral, once dedicated to the gods but now desecrated by dark rituals. The air is thick with the stench of decay, and the ground is littered with bones and remnants of sacrificial offerings. Candles flicker ominously, casting eerie shadows on the crumbling walls adorned with blasphemous symbols. As adventurers delve deeper into the cathedral, they encounter twisted creatures and traps designed to thwart intruders. The final confrontation with The Herald of Oblivion takes place in the heart of the cathedral, where the darkness is most potent, and the echoes of despair reverberate through the halls.

On initiative count 20 (losing initiative ties), Zarathustra takes a lair action to cause one of the following effects:

  • Shadows coalesce into shadowy tendrils, targeting up to three creatures Zarathustra can see within 120 feet. Each must succeed on a DC 20 Dexterity saving throw or be restrained until the start of Zarathustra's next turn.
  • The ground shakes violently, causing difficult terrain in a 30-foot radius centered on a point within 120 feet of Zarathustra. The difficult terrain lasts until the start of Zarathustra's next turn.
  • Zarathustra releases a burst of corrupt energy in a 60-foot radius centered on a point it can see within 120 feet. Each creature in that area must succeed on a DC 20 Wisdom saving throw or be afflicted with madness, becoming hostile to all other creatures for 1 minute.
Death_Knight_Division

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