Kryx RPGThemesMonsters


Large fiend (devil)


Defense note natural armor
Damage resistances cold, fire, radiant; bludgeoning, piercing, and slashing from attacks that aren’t silvered
Damage immunities necrotic, poison
Condition immunities charmed, exhausted, frightened, poisoned

Speed 10 m., fly 20 m.
Skills Coercion +18 (29), Insight +8 (19), Perception +16 (27)
Senses darkvision 20 m.
Languages all, telepathy 20 m.

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.

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 attack). If the attack misses by 4 or less, the weapon deals half as much damage.

Regeneration. Zariel regains 20 health 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 health and doesn’t regenerate.

Spellcasting. The zariel’s spellcasting ability is Charisma (spell save DC 26, +18 to hit with spell attacks). It has 25 mana, a mana limit of 5, regains all expended mana when it finishes a long rest and regains half its total mana (rounded up) when it finishes a short rest. It knows the following spells:

At will: alter self (can become Medium when changing her appearance), detect evil and good, fireball, invisibility (self only), teleport (augmented to 3 mana), wall of fire

Cantrips (at will, 33rd-level spellcaster): cauterize wound, control flames, produce flame

1 mana: ash fall, burning hands, continual flame, fiery rebuke, flaming weapon, image, immolation, protection from fire, pyrotechnics, rising phoenix, scorching bolts, searing burst

2 mana: animate flames, flame bane, flaming sphere, heat metal, incendiary cloud, minute meteors, molten upheaval

3 mana: dispel evil and good

5 mana: meteor swarm

Actions (2)

Longsword. Melee Weapon Attack: +16 to hit, reach 1 m. Hit: 17 (2d8 + 8) slashing damage, or 19 (2d10 + 8) slashing damage if used with two hands, plus 36 (8d8) fire damage.

Longspear. Melee or Ranged Weapon Attack: +16 to hit, reach 1 m. or range 5/20 m. Hit: 17 (2d8 + 8) piercing damage, or 19 (2d10 + 8) piercing damage if used with two hands to make a melee attack, plus 36 (8d8) fire damage.

Horrid Touch (Recharge 5–6). Melee Spell Attack: +18 to hit, reach 2 m. Hit: 44 (8d10) necrotic damage, and the target is 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.

Legendary Actions (3)

Only one legendary option can be used at a time and only at the end of another creature’s turn. The zariel regains spent legendary actions at the start of its turn.

Immolating Gaze. Zariel turns her magical gaze toward one creature she can see within 20 meters of her and commands it to combust. The target must make a DC 26 Will saving throw. On a failed save, the creature takes 28 (8d6) fire damage and is burning 2. On a successful save, a creature takes half as much damage and isn’t burning.

Teleport. Zariel casts her teleport spell.

Lair Actions

On initiative count 20 (losing initiative ties), the zariel takes a lair action to cause one of the following effects; the same effect can’t be used two rounds in a row:

  • Zariel casts image augmented to major image four times at 1 mana, 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 Will 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 fireball spell.

Regional Effects

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

  • The area within 15 kilometers of the lair is filled with screaming voices and the stench of burning meat.

  • Once every 10 meters within 2 kilometers of the lair, 2-meter-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 3 kilometers, but no closer than 200 meters, 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.


No concoctions, maneuvers, or spells

All monsters in this system should have maneuvers or spells. You should add some maneuvers or spells to this monster. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all monsters via