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Zariel
Legacy
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Monsters
Mordenkainen’s Tome of Foes
), detect evil and good, fireball, invisibility (self only), wall of fire
3/day each: blade barrier, dispel evil and good, finger of death
Legendary Resistance (3/Day). If Zariel fails a saving throw
Teleport action.Zariel’s Lair
Zariel makes her lair in a basalt citadel that rises up in Avernus. From nearly a mile away, one can hear the screams and moans coming from the burned victims chained
Monsters
Mordenkainen Presents: Monsters of the Multiverse
evil and good, fireball, invisibility (self only), major image, wall of fire
3/day each: blade barrier, dispel evil and good, finger of death
Teleport. Zariel teleports, along with any equipment
dangerous.Zariel’s Lair
Zariel makes her lair in a basalt citadel that rises up in Avernus. From nearly a mile away, one can hear the screams coming from burned victims chained to the stronghold
Classes
Xanathar's Guide to Everything
forever. A blade can end a life. Fear can end an empire.
Rule with an Iron Fist. Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it
.
Oath of Conquest Features
Paladin Level
Feature
3rd
Oath Spells, Channel Divinity
7th
Aura of Conquest (10 ft.)
15th
Scornful Rebuke
18th
Aura of Conquest (30 ft.)
20th
Invincible Conqueror
Classes
Xanathar's Guide to Everything
forever. A blade can end a life. Fear can end an empire.
Rule with an Iron Fist. Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it
.
Oath of Conquest Features
Paladin Level
Feature
3rd
Oath Spells, Channel Divinity
7th
Aura of Conquest (10 ft.)
15th
Scornful Rebuke
18th
Aura of Conquest (30 ft.)
20th
Invincible Conqueror
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Warlock Spells Cantrips (0 Level) Blade Ward
Chill Touch
Eldritch Blast
Friends
Mage Hand
Minor Illusion
Poison Spray
Prestidigitation
True Strike
1st Level Armor of
Agathys
Arms of Hadar
Charm Person
Comprehend Languages
Expeditious Retreat
Hellish Rebuke
Hex
Illusory Script
Protection from Evil and Good
Unseen Servant
Witch Bolt
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Warlock Spells Cantrips (0 Level) Blade Ward
Chill Touch
Eldritch Blast
Friends
Mage Hand
Minor Illusion
Poison Spray
Prestidigitation
True Strike
1st Level Armor of
Agathys
Arms of Hadar
Charm Person
Comprehend Languages
Expeditious Retreat
Hellish Rebuke
Hex
Illusory Script
Protection from Evil and Good
Unseen Servant
Witch Bolt
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Warlock Spells Cantrips (0 Level) Blade Ward
Chill Touch
Eldritch Blast
Friends
Mage Hand
Minor Illusion
Poison Spray
Prestidigitation
True Strike
1st Level Armor of
Agathys
Arms of Hadar
Charm Person
Comprehend Languages
Expeditious Retreat
Hellish Rebuke
Hex
Illusory Script
Protection from Evil and Good
Unseen Servant
Witch Bolt
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Cantrips (Level 0 Warlock Spells) Spell School Special Blade Ward Abjuration C
Enchantment C Charm Person Enchantment — Comprehend Languages Divination R Detect Magic Divination C, R Expeditious Retreat Transmutation C Hellish Rebuke Evocation — Hex Enchantment C Illusory Script
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
bridge is called Torm’s Reach, while the south bridge is named Torm’s Blade. Unless the characters can fly or teleport, they must use one of the bridges on their trek toward the High Hall. When the
characters approach either bridge, they can make out the initial details of the rift and can see the guards blocking the path. Read the following to set the scene: A rift in the earth divides Elturel into
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Cantrips (Level 0 Warlock Spells) Spell School Special Blade Ward Abjuration C
Enchantment C Charm Person Enchantment — Comprehend Languages Divination R Detect Magic Divination C, R Expeditious Retreat Transmutation C Hellish Rebuke Evocation — Hex Enchantment C Illusory Script
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Cantrips (Level 0 Warlock Spells) Spell School Special Blade Ward Abjuration C
Enchantment C Charm Person Enchantment — Comprehend Languages Divination R Detect Magic Divination C, R Expeditious Retreat Transmutation C Hellish Rebuke Evocation — Hex Enchantment C Illusory Script
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Cantrips (Level 0 Warlock Spells) Spell School Special Blade Ward Abjuration C
Enchantment C Charm Person Enchantment — Comprehend Languages Divination R Detect Magic Divination C, R Expeditious Retreat Transmutation C Hellish Rebuke Evocation — Hex Enchantment C Illusory Script
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Cantrips (Level 0 Warlock Spells) Spell School Special Blade Ward Abjuration C
Enchantment C Charm Person Enchantment — Comprehend Languages Divination R Detect Magic Divination C, R Expeditious Retreat Transmutation C Hellish Rebuke Evocation — Hex Enchantment C Illusory Script
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component. Cantrips (Level 0 Warlock Spells) Spell School Special Blade Ward Abjuration C
Enchantment C Charm Person Enchantment — Comprehend Languages Divination R Detect Magic Divination C, R Expeditious Retreat Transmutation C Hellish Rebuke Evocation — Hex Enchantment C Illusory Script
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
bridge is called Torm’s Reach, while the south bridge is named Torm’s Blade. Unless the characters can fly or teleport, they must use one of the bridges on their trek toward the High Hall. When the
characters approach either bridge, they can make out the initial details of the rift and can see the guards blocking the path. Read the following to set the scene: A rift in the earth divides Elturel into
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
bridge is called Torm’s Reach, while the south bridge is named Torm’s Blade. Unless the characters can fly or teleport, they must use one of the bridges on their trek toward the High Hall. When the
characters approach either bridge, they can make out the initial details of the rift and can see the guards blocking the path. Read the following to set the scene: A rift in the earth divides Elturel into
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
creature that steps on the pressure plate triggers the trap. Effect. An iron portcullis drops from the ceiling, blocking an exit or a passageway. Countermeasures. A successful DC 20 Wisdom (Perception
entryway to the inner sanctum delivers a fiery rebuke to intruders. Trigger. Anyone who steps on the mosaic causes fire to erupt from it. Those who openly wear holy symbols of Pyremius don’t trigger this
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
creature that steps on the pressure plate triggers the trap. Effect. An iron portcullis drops from the ceiling, blocking an exit or a passageway. Countermeasures. A successful DC 20 Wisdom (Perception
entryway to the inner sanctum delivers a fiery rebuke to intruders. Trigger. Anyone who steps on the mosaic causes fire to erupt from it. Those who openly wear holy symbols of Pyremius don’t trigger this
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
creature that steps on the pressure plate triggers the trap. Effect. An iron portcullis drops from the ceiling, blocking an exit or a passageway. Countermeasures. A successful DC 20 Wisdom (Perception
entryway to the inner sanctum delivers a fiery rebuke to intruders. Trigger. Anyone who steps on the mosaic causes fire to erupt from it. Those who openly wear holy symbols of Pyremius don’t trigger this
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
blade can end a life. Fear can end an empire. Rule with an Iron Fist. Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be
3rd Oath Spells, Channel Divinity 7th Aura of Conquest (10 ft.) 15th Scornful Rebuke 18th Aura of Conquest (30 ft.) 20th Invincible Conqueror Oath Spells You gain oath spells at the paladin levels
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
blade can end a life. Fear can end an empire. Rule with an Iron Fist. Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be
3rd Oath Spells, Channel Divinity 7th Aura of Conquest (10 ft.) 15th Scornful Rebuke 18th Aura of Conquest (30 ft.) 20th Invincible Conqueror Oath Spells You gain oath spells at the paladin levels
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
blade can end a life. Fear can end an empire. Rule with an Iron Fist. Once you have conquered, tolerate no dissent. Your word is law. Those who obey it shall be favored. Those who defy it shall be
3rd Oath Spells, Channel Divinity 7th Aura of Conquest (10 ft.) 15th Scornful Rebuke 18th Aura of Conquest (30 ft.) 20th Invincible Conqueror Oath Spells You gain oath spells at the paladin levels
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
placed to be phosphorescent mushrooms.
The lights are proper lamps flanking two massive stone gates blocking the tunnel. Before you get a chance to examine the intricate carvings on the gates
foreign mercenaries). Possible offers of employment in the Blade Bazaar can also be turned into timely rescues for the adventurers. Otherwise, they end up in Overlake Hold, interrogated by Errde Blackskull.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
placed to be phosphorescent mushrooms.
The lights are proper lamps flanking two massive stone gates blocking the tunnel. Before you get a chance to examine the intricate carvings on the gates
foreign mercenaries). Possible offers of employment in the Blade Bazaar can also be turned into timely rescues for the adventurers. Otherwise, they end up in Overlake Hold, interrogated by Errde Blackskull.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
placed to be phosphorescent mushrooms.
The lights are proper lamps flanking two massive stone gates blocking the tunnel. Before you get a chance to examine the intricate carvings on the gates
foreign mercenaries). Possible offers of employment in the Blade Bazaar can also be turned into timely rescues for the adventurers. Otherwise, they end up in Overlake Hold, interrogated by Errde Blackskull.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
moans coming from the burned victims chained to the stronghold’s wall, the dying remains of those who failed to impress the archdevil. The stronghold, covering five square miles, is surrounded by
self (can become Medium when changing her appearance), detect evil and good, fireball, invisibility (self only), wall of fire
3/day each: blade barrier, dispel evil and good, finger of death
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
), detect evil and good, fireball, invisibility (self only), major image, wall of fire
3/day each: blade barrier, dispel evil and good, finger of death
Teleport. Zariel teleports, along with any
damage.
Zariel’s Lair Zariel makes her lair in a basalt citadel that rises up in Avernus. From nearly a mile away, one can hear the screams coming from burned victims chained to the stronghold’s
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
moans coming from the burned victims chained to the stronghold’s wall, the dying remains of those who failed to impress the archdevil. The stronghold, covering five square miles, is surrounded by
self (can become Medium when changing her appearance), detect evil and good, fireball, invisibility (self only), wall of fire
3/day each: blade barrier, dispel evil and good, finger of death
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
), detect evil and good, fireball, invisibility (self only), major image, wall of fire
3/day each: blade barrier, dispel evil and good, finger of death
Teleport. Zariel teleports, along with any
damage.
Zariel’s Lair Zariel makes her lair in a basalt citadel that rises up in Avernus. From nearly a mile away, one can hear the screams coming from burned victims chained to the stronghold’s
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
), detect evil and good, fireball, invisibility (self only), major image, wall of fire
3/day each: blade barrier, dispel evil and good, finger of death
Teleport. Zariel teleports, along with any
damage.
Zariel’s Lair Zariel makes her lair in a basalt citadel that rises up in Avernus. From nearly a mile away, one can hear the screams coming from burned victims chained to the stronghold’s
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
moans coming from the burned victims chained to the stronghold’s wall, the dying remains of those who failed to impress the archdevil. The stronghold, covering five square miles, is surrounded by
self (can become Medium when changing her appearance), detect evil and good, fireball, invisibility (self only), wall of fire
3/day each: blade barrier, dispel evil and good, finger of death
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
, imposing disadvantage on the blades’ attacks against the creature while it isn’t incapacitated. Attack. A creature in the area can ready an attack to strike at one of the blades as it goes by. The blade
gains advantage on its attack against the creature. The creature then attacks. Each blade has AC 15 and 15 hit points. Destroying a blade reduces the Whirling Blades attack bonus by 2. Dexterity check
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
, imposing disadvantage on the blades’ attacks against the creature while it isn’t incapacitated. Attack. A creature in the area can ready an attack to strike at one of the blades as it goes by. The blade
gains advantage on its attack against the creature. The creature then attacks. Each blade has AC 15 and 15 hit points. Destroying a blade reduces the Whirling Blades attack bonus by 2. Dexterity check
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
, imposing disadvantage on the blades’ attacks against the creature while it isn’t incapacitated. Attack. A creature in the area can ready an attack to strike at one of the blades as it goes by. The blade
gains advantage on its attack against the creature. The creature then attacks. Each blade has AC 15 and 15 hit points. Destroying a blade reduces the Whirling Blades attack bonus by 2. Dexterity check
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Chained to the statue’s pedestal is an emaciated, malformed creature with rubbery, purplish-gray flesh, a bulbous head with a metal plate bolted to it, and sinister eyes.
If Xardorok Sunblight (see
extinguish this fire, Xardorok loses his Psychic Conquest trait. The creature chained to the statue’s base is a mind flayer with 9 hit points and no armor (AC 11). Klondorn, the duergar priest (see area






