Monster
Zariel
Outside your table’s allowed sources
Official reference · CoA · 2014
- Creature type
- Fiend
- Size
- Large
- Armor class
- 21 (natural armor)
- Hit points
- 420 (29d10 + 261)
- Speed
- Walk 50 ft., Fly 150 ft.
- Challenge rating
- 26
- Alignment
- Lawful Evil
- Strength
- 27
- Dexterity
- 24
- Constitution
- 28
- Intelligence
- 26
- Wisdom
- 27
- Charisma
- 30
- Passive Perception
- 26
- Saving Throws
- int: +16; wis: +16; cha: +18
- Skills
- intimidation: +18; perception: +16
- Senses
- darkvision 120 ft.
- Languages
- all, telepathy 120 ft.
- Resistances
- cold, fire, radiant, resist: bludgeoning, piercing, slashing; note: from nonmagical attacks that aren't silvered; cond: True
- Immunities
- necrotic, poison
- Condition Immunities
- charmed, exhaustion, frightened, poisoned
Traits
Magical darkness doesn't impede Zariel's darkvision.
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.
Regeneration
Zariel regains 20 hit points at the start of her turn. If she takes radiant damage, this trait doesn't function at the start of her next turn. Zariel dies only if she starts her turn with 0 hit points and doesn't regenerate.
Actions
Multiattack
Zariel makes three Flail or Longsword attacks. She can replace one attack with a use of Horrid Touch, if available.
Flail
Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) force damage plus 36 (8d8) fire damage.
Longsword
Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) radiant damage or 19 (2d10 + 8) radiant damage when used with two hands, plus 36 (8d8) fire damage.
Horrid Touch (Recharge 5–6)
Zariel touches one creature within 10 feet of her. The target must succeed on a DC 26 Constitution saving throw or take 44 (8d10) necrotic damage and have the poisoned condition for 1 minute. While poisoned in this way, the target has the blinded and deafened conditions. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Zariel magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see.
Legendary action uses: 3. The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.
Legendary actions
Zariel uses Teleport.
Immolating Gaze (Costs 2 Actions)
Zariel turns her magical gaze toward one creature she can see within 120 feet of her and commands it to burn. The target must succeed on a DC 26 Wisdom saving throw or take 22 (4d10) fire damage.
Zariel casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 26):
At will: Alter Self (can become Medium when changing her appearance), Detect Evil and Good, Fireball, Invisibility (self only), Major Image, Wall of Fire
2/day each: Blade Barrier, Dispel Evil and Good, Finger of Death
Regional effects
The region containing Zariel's lair is warped by her magic, which creates the following effect:
- Hellscape: The area within 9 miles of the lair is filled with screaming voices and the stench of burning meat.
If Zariel dies, these effects fade over the course of 1d10 days.