THE SHARED REFERENCE Adventurer

Monster

Fazrian

Outside your table’s allowed sources

Official reference · WDMM · 2014

Creature type
Celestial
Size
Large
Armor class
19 (natural armor)
Hit points
200 (16d10 + 112)
Speed
Walk 40 ft., Fly 120 ft.
Challenge rating
16
Alignment
Lawful Evil
Strength
24
Dexterity
20
Constitution
24
Intelligence
19
Wisdom
22
Charisma
25
Passive Perception
21
Saving Throws
con: +12; wis: +11; cha: +12
Skills
perception: +11
Senses
truesight 120 ft.
Languages
all, telepathy 120 ft.
Resistances
radiant, resist: bludgeoning, piercing, slashing; note: from nonmagical attacks; cond: True
Condition Immunities
charmed, exhaustion, frightened

Traits

Angelic Weapons

Fazrian's weapon attacks are magical. When Fazrian hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack).

Divine Awareness

Fazrian knows if it hears a lie.

Magic Resistance

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

Actions

Multiattack

Fazrian makes two melee attacks.

Greatsword

Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage plus 22 (5d8) radiant damage.

Innate Spellcasting

Fazrian's spellcasting ability is Charisma (spell save DC 20). Fazrian can innately cast the following spells, requiring no material components:

At will: detect evil and good, invisibility (self only)

3/day each: blade barrier, dispel evil and good, flame strike, raise dead

1/day each: commune, control weather, insect plague

Lair actions

Unless he is incapacitated, Fazrian can take one of the following lair actions on initiative count 20 (losing initiative ties) while on the Terminus Level:

  • Blood flows from Fazrian's eyes until initiative count 20 on the next round. No creature within 120 feet of the planetar can regain hit points until the effect ends.
  • Fazrian's eyes become smoldering black voids until initiative count 20 on the next round. All other creatures within 120 feet of the planetar have disadvantage on saving throws until the effect ends.
  • Blinding magical light springs from Fazrian's eyes until initiative count 20 on the next round. If a creature starts its turn within 120 feet of the planetar and the two of them can see each other, Fazrian can force the creature to make a DC 20 Constitution saving throw. On a failed save, the creature is blinded. The blindness lasts until the creature receives a lesser restoration spell or similar magic.

Regional effects

The Terminus Level has been warped by Fazrian's presence, which creates the following magical effects that end when the planetar dies:

  • A faint breeze bears the scent of roses mixed with sulfur. Characters who try to track the breeze to its source are led toward Fazrian in area 23b. Warm blood oozes from the walls and drips from the ceiling, starting and stopping for no apparent reason. (The blood might attract ravenous, blood-drinking creatures such as stirges or vampire spawn.)
  • The song of an unholy choir echoes through an area whenever a fight breaks out, then fades away when combat ends.

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