Flyby. The angel doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.
Corrupted Angelic Weapons. Zadkiel's weapon attacks are magical. When the he hits with any weapon, the weapon deals an extra 4d8 necrotic damage (included in the attack).
Innate Spellcasting. Zadkiel's spellcasting ability is Charisma (spell save DC 19, spell attack +12). The deva can innately cast the following spells, requiring only verbal components:
At will: detect evil and good
1/day each: plane shift, raise dead
Wand of Orcus. The wand has 7 charges. While holding it, you can use an action and expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: animate dead (1 charge), blight (2 charges), circle of death (3 charges), or speak with dead (1 charge). The wand regains 1d4 + 3 expended charges daily at dawn.
Call Shadows. While you are holding the wand, you can use an action to conjure 10 shadows, each having average hit points. They magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of you and obey your commands until they are destroyed. Once you use this property of the wand, you can’t use it again until the next dawn.
Magic Resistance. Zadkiel has advantage on saving throws against spells and other magical effects.
Multiattack. Zadkiel makes three melee attacks.
Longsword. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 6) bludgeoning damage plus 18 (4d8) necrotic damage.
Wand of Orcus. Melee Weapon Attack: +10 to hit, reach 5ft. one target. Hit: 10 (1d6+1) bludgeoning damage plus 18 (4d8) necrotic damage.
Draining Touch (3/Day). Zadkiel touches another creature. The target takes 20 (4d8 + 2) necrotic damage, and Zadkiel recovers a number of hit points equal to the damage dealt, and is freed from any curse, disease, poison, blindness, or deafness.
Change Shape. Zadkiel magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (Zadkiel's choice).
In a new form, Zadkiel retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), one of the following effects takes place. He can’t use the same effect two rounds in a row.
- A creeping feeling of dread suffuses the area. Each creature that Zadkiel can see within 60 feet of him must make a Wisdom saving throw (DC14). On a failure, the target has disadvantage on all saving throws while the effect lasts.
- Fog rolls into the lair. Vision is considered obscured within 120 feet of Zadkiel.
- 1d4 Shadows rise from the ground and/or walls, entering at initiative count 10.
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