Legendary Resistance (3/day). if Zalir fails a saving throw, he can choose to succead instead.
Shapechanger. Zalir can use his action to magically polymorph into a medium sized humanoid, a black coated huge sized dire wolf, or back to his true form. his statistics, other than his size, are the same in each form. any equipment he is wearing or carrying is transformed or melds into its new form
Death Throes. When Zalir dies, he explodes, and each creature within 30 feet of him must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys Zalir's weapons.
Rejuvenation. if Zalir is destroyed and its unholy weapon is still existing, he gains a new body in 1d6 days, regaining all its hit points and becoming active again. The new body appears within its lair.
Innate Spellcasting. Zalir's Innate spellcasting is Charisma. he can innately cast the following spells (spell save DC 22, +14 to hit with spell attacks), requiring no material components.
At will: Burning Hands (At 3rd level), Detect magic, Disguise self, Flock of Familiars ( Imps, 4th level), Sending
3/day each: Danse Macabre, Dream, Fireball (At 5th level), Hold Person, Plane Shift
1/day each: Create Undead (At 9th level), Demiplane, Power Word Kill
Spellcasting. Zalir is a 20th level spellcaster. its spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). Zalir can cast the following Warlock spells.
Cantrips (at will): Control Flames, Eldritch Blast, Fire Bolt, Infestation, Minor Illusion, Shocking Grasp, Toll the Dead
1st-5th level (6 5th-level slots): Arms of Hadar, Blight, Cloud of Daggers, Counterspell, Enveration, Hellish Rebuke, Scorching Ray, Summon Greater Demon, Summon Lesser Demons
Magic Resistance. Zalir has advantage on saving throws against spells and other magical effects and cannot be magically put to sleep.
Magic Weapons. Zalir's weapon attacks are magical.
Multiattack. Zalir makes three attacks with its Greatword or Bite.
Greatsword (Humanoid or True Form). Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 30 (6d6 + 9) slashing damage plus 13 (3d8) necrotic damage.
Bite (Dire Wolf form). Melee Weapon Attack: +16 to hit, reach 5 ft., one target, Hit: 28 (3d12 + 9) piercing damage plus 18 (4d8) necrotic damage.
Teleport. Zalir magically teleports, along with any equipment it is wearing or carrying, up to 500 feet to an unoccupied space it can see.
Allies of the Three Rings (1/week). Zalir uses his power on order to bring forth fiendish forces to his side. 1d6 + 4 Bearded Devils, 1d4 chained Barlugas, and 1 Bone Devil are transported to his location and come to his aid.
Zalir Takes 3 Legendary actions, choosing from the options below. Only one Legendary action can be used at a time and only at the end of another creature's turn. Zalir regains spent Legendary actions at the start of its next turn.
Greatsword. Zalir makes one Greatsword attack.
Cantrip. Zalir casts a cantrip spell.
The Three Rings (Costs 2 Actions). Three creatures of Zalir's choice must make a DC 18 Charisma saving throw. on a success, a random creature within 20 ft., of the target must also make a save. on a failure, the target becomes restrained for 1 minute by red hot chains that erupt from the earth and deal 10 (3d6) fire damage each round. on each of their turns the target can make a DC 17 Strength check, freeing themselves on a success.
Breath of the Depths (Dire Wolf form only, Costs 3 actions). Zalir breathes out fire in a 60 ft. cone in front of it. each creature within it must make a DC 19 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much on a success.
Description
Zalir is a Dark and powerful god of Evil and is seen as the greatest evil of all faiths. although not as physically powerful as most, he is more feared for his ability to control both Devils and Demons. His power over the Three Rings of the world is near absolute, with only powerful Deities truly surpassing him. He is the opposite side of the coin that is Caliseanity and their creator god Thaias the Ossiah.
Dark Origins. Zalir is said to be the dark opposite of Thaias, creating everything that is Evil in this world. the two gods fought in their primordial world and built their many creations to fight for them. in the end, Thaias's Celestial forces and newly now forgotten mortals were able to banish him into the center of the world. it is here in the fiery core that his final seal was placed by Torden, the Judge, along side all the other dark gods of the world. since then he has become a powerful force in the Nine Hells, The Abyss, and Gehenna through might, charisma, and will. but still, he is forever trapped in a desolate and unlivable world where only suffering prevails.
Master of All. Zalir is well known for being a powerful Demon lord of the Abyss, but he is not a fully fledged demon. Instead he is his own kind of Fiend separate from the bloody conflicts of Demons, Devils, and Yugoloths. this separation has allowed him to take control of all kinds of fiends, with quasits and imps sometimes being seen together in his ranks. although this mixing of forces can definitely cause in-fighting, it is usually quelled by Zalir himself or by one of his three subordinates. Kazder a Wickedly cruel and mighty Molydeus, Yarg'noth a knowledgeable and cunning Arcanaloth, and Tanzir a Regal yet vicious Rakshasa, all of which have pledged loyalty to Zalir.
Infester. Over time it has become clear that he wants to gain more and more influence to take the Material plane. many of the fiendish forces that have been encountered by its locals seem to always tie to Zalir. what has also been rumored are of these fiends fighting against angelic warriors, supposedly Adar's forces. while this may just be the eternal conflict between the two divine forces, something is amiss. every since the end of the Rose War more and more reports from the Teutonic Disciples have shown an increase of activity in the fiends. this could mean that Zalir and his forces are using the mounting negativity towards the Calisteans to their advantage. if some event were to occur that utterly ruined the church and its faithful, the fiends might use the opportunity to finally free their master and retake the material plane. in any case, the fight against them must go on, if they win the final battle then it will be Thaias who will fall next.
Lair and Lair Actions
Zalir Resides within a fortress atop a floating island that usually travels between the three planes of The Nine Hells, the Abyss, and Gehenna. it is filled with fiends of all types that sometimes fight amongst each other but are always loyal to Zalir.
Lair Actions
On initiative count 20 (losing initiative ties), Zalir takes a lair action to cause one of the following effects; Zalir can’t use the same effect two rounds in a row:
- Zalir begins to concentrate for a minute as if concentrating on a spell. at the end of the minute Zalir, his fortress and everything in it appear in one of the lower planes instantaneously.
- Zalir casts flame strike using a warlock spell slot.
Regional Effects
The region containing Zalir’s lair is Infused with his vile magic, which creates the following effects:
- Every creature that isn't a fiend must make a DC 13 Wisdom saving throw or take a level of exhaustion. a creature that dies of exhaustion in the region has their soul claimed by Zalir. in order to reclaim the soul, one must pay a price to reclaim it.
- Portals to the Nine Hells, the Abyss, and Gehenna pop into and out of existence very often.
- Various fissures often erupt and spew molten rock out. a creature within 10 ft., of such a fissure must make DC 12 Dexterity Saving throw or take 7 (2d6) fire damage.
- Anyone that enters the main fortress is instantaneously known by Zalir and he knows their race, alignment, class level, and personality.
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