Medium Humanoid, Lawful Evil
AC 24    Initiative +4 (14)
HP 315 (30d8 + 180)
Speed 40 ft., fly 60 ft.
Mod Save
STR 24 +7 +14
DEX 18 +4 +4
CON 22 +6 +13
Mod Save
INT 20 +5 +5
WIS 18 +4 +11
CHA 30 +10 +17
Skills Athletics +14, Deception +17, Insight +11, Intimidation +17, Persuasion +17
Resistances Cold, Fire, Lightning
Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Blinded, Charmed, Frightened, Poisoned
Senses Truesight 120, Passive Perception 31
Languages All
CR 23 (XP 50,000; PB +7)
Traits

False Divinity (Absolute)

Zarion’s fiendish nature is metaphysically concealed.

  • Divine Sense, detect evil and good, commune, legend lore, and similar effects do not reveal him as a fiend
  • Paladins perceive Zarion as a lawful, powerful mortal
  • Zone of Truth does not compel Zarion to speak truth; he may lie freely and appears truthful
  • This trait is not magical and cannot be dispelled or suppressed, short of direct divine intervention

 

Infernal Majesty

Creatures of Zarion’s choice that start their turn within 30 feet of him must succeed on a DC 25 Wisdom saving throw or be charmed until the start of their next turn.

While charmed this way:

  • The creature’s speed is halved
  • The creature has disadvantage on attack rolls against Zarion

A creature that succeeds is immune to this aura for 24 hours.

 

Sovereign of Oaths

Whenever a creature Zarion can see within 60 feet:

  • Breaks a sworn oath, vow, or promise
  • Acts directly against its declared ideals or alignment

Zarion gains advantage on his next attack roll or saving throw (once per round).

 

Legendary Composure

Zarion cannot be surprised.

If Zarion would be stunned, paralyzed, or restrained, he may instead be restrained until the end of his next turn.

 

Magic Resistance

Zarion has advantage on saving throws against spells and other magical effects.

Charisma is Zarion’s spellcasting ability (spell save DC 25, +17 to hit).

 

Zarion requires no components.

 

At will:

command, detect thoughts, suggestion

 

3/day each:

counterspell, dispel magic, dominate person, hold monster

 

1/day each:

mass suggestion, power word stun

 

 

 

Actions

Multi Atrack 

Zarion makes three attacks with his Obsidian Scepter or Pride and Malice.

 

Obsidian Scepter

Melee Weapon Attack: +14 to hit, reach 10 ft., one target

Hit: 20 (3d8 + 7) bludgeoning damage plus 18 (4d8) fire damage

If the target is Good-aligned, it takes an additional 14 (4d6) psychic damage.

 

Pride and Malice (Weapon Transformation)

As a bonus action, Zarion transforms his scepter into Pride and Malice, a massive obsidian bident crackling with crimson hell-lightning and coiling smoke.

The transformation lasts until Zarion dismisses it (no action).

Pride and Malice — Infernal Bident

Melee Weapon Attack: +14 to hit, reach 15 ft., one target

Hit: 25 (3d10 + 7) piercing damage plus 22 (5d8) fire damage

If the target is frightened, charmed, or prone, it takes an additional 18 (4d8) necrotic damage.

On a critical hit, the target must succeed on a DC 23 Constitution saving throw or be stunned until the end of its next turn.

 

Edict of Submission (Recharge 5–6)

Zarion speaks a single infernal command layered with absolute authority.

Creatures of Zarion’s choice within 60 feet must succeed on a DC 25 Wisdom saving throw or be charmed for 1 minute. While charmed this way:

  • The creature cannot attack Zarion
  • On its turn, it must use its action to move toward Zarion by the safest route

The creature may repeat the saving throw at the end of each of its turns.

 

Bonus Actions

 

Summon Infernal Retinue (Recharge 6)

Zarion tears open a thin seam to the Hells.

He summons one of the following in unoccupied spaces within 60 feet:

  • 2 barbed devils
  • 1 horned devil
  • 1 erinyes (appears as a fallen knight or executioner)

Summoned fiends:

  • Act on Zarion’s initiative
  • Obey his telepathic commands
  • Persist for 1 minute or until destroyed

Zarion may have only one active summoning at a time.

Command the Field

Zarion chooses one allied creature he can see within 60 feet. That creature may:

  • Move up to half its speed and
  • Make one weapon attack as a reaction
Legendary Actions

Zarion 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.

 

 

 

Measured Step. Zarion moves up to half his speed without provoking opportunity attacks.

 

Imperious Strike. Zarion makes one weapon attack.

 

Shatter Resolve (Costs 2 Actions).

One creature Zarion can see within 60 feet must succeed on a DC 25 Wisdom saving throw or have disadvantage on all saving throws until the end of its next turn.

 

Command Reality (Costs 3 Actions).

Zarion ends one spell of 6th level or lower affecting him or subtly alters the environment (doors seal, ground cracks, flames ignite or extinguish) at the DM’s discretion.

 

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Zarion Vox appears as a tall, immaculately composed man in his early prime—neither young nor old, but timeless in the way of kings carved into stone. He stands just over six feet, broad-shouldered, with a posture so perfect it borders on unnatural. He never slouches, never fidgets, never seems surprised.

 

His features are striking without being beautiful: sharp cheekbones, a straight nose, and eyes the color of molten amber shot through with faint crimson flecks. When he focuses on someone, it feels less like being looked at and more like being evaluated. His gaze weighs oaths, ambitions, and weaknesses in equal measure.

 

Zarion’s hair is jet black, worn long and tied at the nape of his neck with a simple gold clasp engraved in infernal script too subtle to notice at first glance. His skin is pale, unblemished, and unscarred—as though violence has always failed to mark him.

 

He dresses in layered white and gold regalia: not robes, but tailored finery reinforced with hidden plates and infernal sigils. Every seam is deliberate. Every ornament has purpose. His gloves are ivory leather, tipped with razor-sharp golden claws that glint faintly when he flexes his fingers. His presence alone commands silence; conversation seems to slow around him, words chosen more carefully in his vicinity.

 

At his side rests an obsidian scepter—unassuming at first glance, its surface polished to a mirror-black sheen that reflects light strangely, as though it swallows warmth. Those sensitive to magic may feel a low, oppressive pressure near it, like distant thunder behind the eyes.

 

Zarion never raises his voice. He never needs to.

 

Lair and Lair Actions

 

Zarion Vox’s Sanctuary

 

 

Lair Traits (Passive, Non-Combat)

 

Zarion’s sanctuary is a place of authority and false peace—often a palace hall, council chamber, or cathedral repurposed as a seat of governance. While Zarion is present and not engaged in combat, the following effects apply:

 

 

Sanctum of Civil Order

 

 

  • Creatures inside the sanctuary have disadvantage on Wisdom (Insight) checks made to detect deception from Zarion.
  • Creatures attempting to raise their voice, threaten violence, or cast overtly aggressive magic must succeed on a DC 20 Wisdom saving throw or find their voice falter; the action is wasted.

 

 

 

 

 

Veil of Mortal Law

 

 

  • The sanctuary radiates as lawful neutral to all detection magic.
  • Divine Sense and similar abilities detect no fiends, celestials, or undead, even if others are present.

 

 

 

 

 

Unbroken Hospitality

 

 

  • A creature cannot take hostile actions against Zarion unless it succeeds on a DC 18 Charisma saving throw at the moment of declaration.
  • On a failure, the creature may choose a different action. The creature does not realize it was magically influenced.

 

 

This effect ends instantly if Zarion chooses to allow violence—or if combat begins.

 

 

 

 

Hellscape Manifestation

 

 

Lair Transformation — Triggered When Combat Begins

 

The moment Zarion Vox takes or deals damage, or issues a command to attack, the sanctuary ceases to exist as a place of mortals.

 

This transformation requires no action and occurs immediately.

 

 

 

 

Reality Buckles

 

 

  • The temperature spikes dramatically; breath steams, stone sweats, and metal grows hot to the touch.
  • Walls fracture along glowing crimson seams, bleeding embers and sulfurous smoke.
  • Shadows lengthen and detach briefly from their owners, writhing before snapping back into place.

 

 

 

 

 

Infernal Overwrite

 

 

The sanctuary becomes an Infernal Lair for Zarion Vox:

 

  • The ground counts as difficult terrain for enemies of Zarion.
  • All open flames burn crimson or black and deal fire damage instead of their normal type.
  • Non-fiends that start their turn frightened take 10 psychic damage.

 

 

 

 

 

Hellbound Architecture

 

 

At initiative count 20 (losing initiative ties), Zarion may cause one of the following effects (no action required):

 

  • Infernal Chains: Chains erupt from the floor in a 20-ft square. Creatures must succeed on a DC 22 Strength or Dexterity saving throw or be restrained until the end of their next turn.
  • Crimson Fault: A fissure tears open in a 30-ft line. Creatures in the line take 6d10 fire damage (Dex save DC 22 for half).
  • Throne of Dominion: A jagged infernal dais rises beneath Zarion. Until the next round, Zarion has advantage on attack rolls and saving throws.

 

 

 

 

 

Heaven Rejected

 

 

  • Radiant damage dealt within the lair is reduced by 5 (after resistances).
  • Any creature attempting to use Channel Divinity must succeed on a DC 20 Charisma saving throw or the use is wasted.

 

 

 

 

 

Visual Tell for the Players

 

 

As the transformation completes, Zarion’s shadow stretches across the chamber and briefly resolves into something massive, horned, and winged—before snapping back into human shape.

 

He smiles for the first time.

 

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Habitat: Planar (Nine Hells)

DreadJury

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