| Mod | Save | ||
|---|---|---|---|
| STR | 29 | +9 | +24 |
| DEX | 22 | +6 | +18 |
| CON | 27 | +8 | +21 |
| Mod | Save | ||
|---|---|---|---|
| INT | 22 | +6 | +17 |
| WIS | 24 | +7 | +17 |
| CHA | 28 | +9 | +23 |
Soul of Gold and Shadow.
Zoaria radiates both holy light and creeping darkness. She can choose to shed bright light (60 ft.) and dim light (60 ft. more), or instead cloak herself in magical darkness (60 ft. radius).
Lion-Helm of Judgement.
Her lion-like helmet radiates authority. At the start of combat, all enemies within 30 ft. must succeed on a DC 25 Wisdom saving throw or be frightened until the end of their next turn.
Sword of Golden Darkness.
Zoaria wields a massive greatsword of obsidian edged in molten gold. On a hit: 32 (4d10 + 9) slashing plus 27 (6d8) radiant or necrotic damage (her choice).
Mythic Resistance (4/Day or 5/day in Lair).
If Zoaria fails a saving throw, she can choose to succeed instead.
Multiattack.
Zoaria makes three attacks with her Sword of Golden Darkness.
Sword of Golden Darkness (Melee Weapon Attack).
+17 to hit, reach 10 ft., one target. Hit: 32 (4d10 + 9) slashing plus 27 (6d8) radiant or necrotic damage.
Dragon Breath: Eclipse Flame (Recharge 5–6).
Zoaria exhales a wave of burning golden fire laced with shadow in a 120 ft. cone. Each creature must make a DC 25 Dexterity save, taking 117 (26d8) radiant and necrotic damage on a failed save, or half as much on a success.
Wings of Radiant Shadow (Recharge 6).
Zoaria spreads spectral wings of gold and black. All enemies within 40 ft. must succeed on a DC 25 Wisdom save or be blinded and frightened until the end of their next turn.
Parry. Trigger: Zoaria is hit by a melee attack roll while holding a weapon. Response: The dragon knight adds 5 to her AC against that attack, possibly causing it to miss.
Zoaria can take 3 legendary actions, one at a time, at the end of another creature’s turn:
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Greatsword Attack. Zoaria makes one Sword of Golden Darkness attack.
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Lion’s Roar. All enemies within 20 ft. must succeed on a DC 25 Con save or take 27 (6d8) thunder damage and be pushed 10 ft. back.
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Eclipse Slash (Costs 2 Actions). Her blade flashes gold and black. One enemy within 20 ft. must succeed on a DC 25 Con save or take 45 (10d8) radiant and necrotic damage.
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Light Devours Shadow (Costs 3 Actions). She forces all enemies in a 40 ft. radius to make a DC 25 Wisdom save or be stunned until the end of her next turn, blinded by the paradox of her soul.
The Golden Eclipse (Recharges after a Long Rest)
When Zoaria is reduced to 0 hit points, her body explodes in a blinding golden-and-black eruption, reforming with 445 hit points. For the rest of the battle:
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All her Sword attacks deal both radiant and necrotic damage.
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Her Aura becomes 60 ft. of both light and magical darkness. Enemies inside must succeed on a DC 25 Con save or take 22 (5d8) radiant + 22 (5d8) necrotic damage at the start of their turn.
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Once per turn, she can use Eclipse Flame as a bonus action.
Description
Lore
Zoaria, the Dragon Knight of Golden Darkness, is the last and greatest of the Dragon Knights — the perfect fusion of light and dark, radiance and shadow, divinity and mortality. As an Aasimar, she was destined for holiness, but she chose balance instead, binding both a Gold Dragon and a Shadow Dragon to her soul.
Unlike Vater, who rules with tyranny, or Samael, who thrives in chaos, Zoaria stands as the Lawful Good paragon: firm, just, and uncompromising. Yet her shadow-dragon half tempers her radiance, giving her not blind zeal but measured judgment.
The people call her the Lion of Golden Darkness, for when her helm roars, it is said even gods listen. She is not merely a warrior — she is a judge, a shield for the weak, and a terror to the corrupt.
Her legend closes the cycle of the Dragon Knights:
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Samael, chaos and fury.
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Heldric, primal renewal.
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Tessa, ocean inevitability.
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Zed, firestorm justice.
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Kyra, fortress of earth.
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Vater, storm tyranny.
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And Zoaria — the balance of all, the Eclipse given flesh.
Lair and Lair Actions
Lair of Zoaria, the Dragon Knight of Golden Darkness
The Eclipse Citadel
Zoaria’s lair is a colossal fortress-temple suspended between day and night, built where the planes of Radiance and Shadow overlap. Known as the Eclipse Citadel, it is carved from black stone veined with molten gold, towering spires reaching upward into a perpetual sky where a golden-black eclipse never fades.
The citadel itself is half-bathed in sunlight and half swallowed in starlit darkness. Its great halls shimmer with both stained glass windows glowing with golden light and endless shadow stretching between the cracks. Statues of lions, half radiant and half shadowed, stand vigil along the causeways.
Terrain Features
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Judgment Hall. The central chamber is a vast cathedral where golden fire and black void swirl together. Half the floor is polished obsidian, the other molten gold-veined marble. At its center is a vast throne shaped like a roaring lion, where Zoaria meets her challengers.
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Twin Bridges. Two bridges span a bottomless chasm of radiance and shadow. One glows with pure sunlight, the other is made of shadowstuff. Both lead to the same gate, symbolizing the two paths to her judgment.
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Lightless Gardens. Gardens of glowing golden lilies bloom in one courtyard, while black roses with violet veins grow in another. Both radiate divine and necrotic energy, draining or healing depending on Zoaria’s will.
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The Eclipse Sky. The ceiling above the Citadel is not stone but an open rift to the eclipse. Golden starlight and shadows rain down constantly, warping spells and empowering Zoaria.
Lair Actions
On initiative count 20 (losing ties), Zoaria can command the Citadel to act:
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Light and Darkness Clash. A 40 ft. radius of blinding golden light and inky shadow bursts from a chosen point. All creatures must succeed on a DC 25 Constitution save or take 36 (8d8) radiant and necrotic damage, and be blinded until the end of their next turn.
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Lion’s Judgement. Ethereal lions of gold and shadow appear, striking a target of Zoaria’s choice for 27 (6d8) radiant and necrotic damage.
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Eclipse Shift. The lair flips between light and shadow. Until the next initiative 20:
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Radiance active: Healing is doubled for allies within 60 ft. of Zoaria.
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Shadow active: Enemies within 60 ft. take 14 (4d6) necrotic damage at the start of their turn.
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Regional Effects
Within 12 miles of the Eclipse Citadel, the world is warped by Zoaria’s dual dragon souls:
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Perpetual Eclipse. The sun and moon appear locked in eternal eclipse. The land is cast in both twilight and dawn.
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Balance of Life and Death. Mortals who die near the citadel leave behind corpses that glow faintly golden or dissolve into shadow — judged by unseen forces.
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Holy Terror. Beings of corruption or tyranny feel dread approaching the citadel. Conversely, innocents and the just feel calm, as though under divine protection.
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Whisper of the Eclipse. Travelers hear a lion’s roar carried on the wind. To the worthy, it inspires courage; to the guilty, it inspires fear.
If Zoaria falls, the Citadel collapses into golden fire and black mist, leaving behind only a vast crater where day and night still war for dominance.







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