Zariel

Mordenkainen's Tome of Foes p. 180

Size
Large
Type
fiend (devil)
Alignment
lawful evil
AC
21 (natural armor)
Hit Points
580 (40d10+360)
Speed
walk 50 ft., fly 150 ft.
Saving Throws
Int +16, Wis +16, Cha +18
Skills
Intimidation +18, Perception +16
Resistances
cold, fire, radiant; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered
Immunities
necrotic, poison
Condition Immunities
charmed, exhaustion, frightened, poisoned
Senses
darkvision 120 ft.
Passive Perception
26
Languages
all, telepathy 120 ft.
Challenge
26
STR
27
+8
DEX
24
+7
CON
28
+9
INT
26
+8
WIS
27
+8
CHA
30
+10

Traits

Devil's Sight

Magical darkness doesn't impede Zariel's darkvision.

Magic Weapons

Zariel's weapon attacks are magical. When she hits with any weapon, the weapon deals an extra 36 (8d8) fire damage (included in the weapon attacks below).

Legendary Resistance (3/Day)

If Zariel fails a saving throw, she can choose to succeed instead.

recharge

3/DAY

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.

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, fireball, invisibility (self only), wall of fire
  • 3/day each: blade barrier, dispel evil and good, finger of death

Actions

Multiattack

Zariel attacks twice with her longsword or with her javelins. She can substitute Horrid Touch for one of these attacks.

Longsword

Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage plus 36 (8d8) fire damage, or 19 (2d10 + 8) slashing damage plus 36 (8d8) fire damage if used with two hands.

Javelin

Melee or Ranged Weapon Attack: +16 to hit, reach 10 ft. or range 30/120 ft., one target. Hit: 15 (2d6 + 8) piercing damage 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 also 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.

recharge

D5

Teleport

Zariel magically teleports, along with any equipment she is wearing and carrying, up to 120 feet to an unoccupied space she can see.

Legendary Actions

Legendary Actions (2/Turn)

Zariel can take 2 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.

recharge

2/TURN

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 combust. The target must succeed on a DC 26 Wisdom saving throw or take 22 (4d10) fire damage.

Teleport

Zariel uses her Teleport action.

Lair Actions Categoría: lair

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

  • Zariel casts major image four times at its lowest level, targeting different areas with the spell. Zariel prefers to create images of intruders' loved ones being burned alive. Zariel doesn't need to concentrate on the spells, which end on initiative count 20 of the next round. Each creature that can see these illusions must succeed on a DC 26 Wisdom saving throw or become frightened of the illusion for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Zariel casts her innate fireball spell.

Regional Effects Categoría: lair

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

  • The area within 9 miles of the lair is filled with screaming voices and the stench of burning meat.
  • 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.
  • The area within 2 miles, but no closer than 500 feet, of the lair 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.

Spells

alter self, detect evil and good, fireball, invisibility, wall of fire, blade barrier, dispel evil and good, finger of death

Other data

description

Do not pity the fallen angel. Fallen angels survive the fall. How many other souls did Zariel bring down with her?

Zariel rules Avernus, the first layer of the Nine Hells. Once a mighty angel charged with watching the tides of the Blood War, she succumbed to the plane's corrupting influence and fell from grace. She recently reclaimed her position as archdevil of Avernus after the cautious Bel proved inadequate at marshaling his forces to launch offensives against the encroaching demons. Now Bel advises her and helps her manage the war, though many whisper that her true agenda is vengeance against Asmodeus, and her true plan is to drive him from the Nine Hells.

All who enter and exit the Nine Hells must pass through Avernus, so the infernal armies muster on this layer. Here, the amnizus guard the citadels overlooking the River Styx, much of the fighting of the Blood War takes place, and devils gather to invade the Abyss. Anyone hoping to reach the lower layers must first contend with the darkness of this layer and the myriad threats it houses. Zariel manages it all and has the ultimate say over who comes and goes.

Given her role in the Blood War, Zariel is keenly interested in collecting souls from the greatest warriors on the Material Plane and securing their loyalty. She bargains hard, and mortals end up worse for dealing with her, because she holds all the cards. A bargain with Zariel is eternal; there is little hope of wriggling out of it.

However, she does expect the best from her servants, and so she allows her mortal followers to live out their lives, ever honing their talents, so she can put them to the best use when she finally calls in their debts. As a result, Zariel's servants are universally effective, disciplined, and 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 and 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 walls reinforced with high turrets. Devils of all kinds crawl over the structure, ensuring that no intruders breach their defenses.