Innate Spellcasting. Zariel's innate spellcasting ability is Charisma (spell save DC 26). She can innately cast the following spells, requiring no material components:
At will: alter self (can become Medium when changing her appearance), detect evil and good, spirit guardians, invisibility (self only), wall of light
3/day each: blade barrier, dispel evil and good, divine word
Legendary Resistance (3/day). If Zariel fails a saving throw, she can choose to succeed instead.
Magic Resistance. Zariel has advantage on saving throws against spells and other magical effects.
Magic Weapons. Zariel's weapon attacks are magical. When she hits with any weapon, the weapon deals an extra 36 (8d8) radiant damage (included in the weapon attacks below).
Regeneration. As long as Zariel has 1 hit point, Zariel regains 20 hit points at the start of her turn.
Multiattack. Zariel attacks twice with her longsword or with her javelins.
Longsword. Melee Weapon Attack: +16 to hit, reach 10 ft., 1 target. Hit: 17 (2d8 + 8) or 19 (2d10+8) slashing damage plus 36 (8d8) radiant damage.
Javelin. Melee or Ranged Weapon Attack: +16 to hit, reach 10 ft. or range 30/120 ft., 1 target. Hit: 15 (2d6 + 8) piercing damage plus 36 (8d8) radiant damage.
Healing Touch (4/day). Zariel touches a creature. The target regains 46 (8d8 + 10) hit points and is cured of any curse, disease, poison, blindness, or deafness.
Teleport. Zariel magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see.
Zariel can take 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. Zariel regains spent legendary actions at the start of its turn.
Holy Smite (Costs 2 Actions). Zariel casts flame strike (spell save DC 26) in an area she can see within range.
Teleport. Zariel uses her Teleport action.
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