THE SHARED REFERENCE Adventurer

Monster

Zariel

Outside your table’s allowed sources

Official reference · MPMM · 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

Devil's Sight

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 be poisoned for 1 minute. While poisoned in this way, the target is blinded and deafened. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Teleport

Zariel 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

Teleport

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.

Spellcasting

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

3/day each: blade barrier, dispel evil and good, finger of death

Lair actions

On initiative count 20 (losing initiative ties), Zariel can take one of the following lair actions; she can't take the same lair action two rounds in a row:

Regional effects

The region containing Zariel's lair is warped by her magic, which creates one or more of the following effects:

  • Hellscape: The area within 9 miles of the lair is filled with screaming voices and the stench of burning meat.
  • Pyres: Once every 60 feet within 1 mile of the lair, 10-foot-high gouts of flame rise from the ground. Any creature or object that touches the flame takes 7 (2d6) fire damage, though it can take this damage no more than once per round.
  • Smoke: The area within 2 miles of the lair, but no closer than 500 feet, is filled with smoke, which causes the area to be heavily obscured. The smoke can't be cleared away.

If Zariel dies, these effects fade over the course of 1d10 days.

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