Kryx RPGThemesMonsters

Zariel

Large fiend (devil)
Challenge
26 (90,000 XP)

STR
8
DEX
7
CON
9
INT
8
WIS
8
CHA
10

580
40d10+360
21
Soak
1
Fort
+9
Ref
+7
Will
+17
Defense note natural armor
Damage resistances cold, fire, radiant; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage immunities necrotic, poison
Condition immunities charmed, exhausted, frightened, poisoned

Speed 15 m., fly 45 m.
Senses darkvision 35 m., passive Perception 26
Skills Coercion +18, Perception +16
Languages all, telepathy 35 m.

Dashing Strike. If the zariel uses its action to Dash, it can use a bonus action to make one melee weapon attack or shove a creature.

Devil’s Sight. Magical darkness doesn’t impede Zariel’s darkvision.

Innate Spellcasting. Zariel’s innate spellcasting ability is Charisma (spell save DC 26). She can innately cast the following spells:

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

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 weapon attacks below).

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.

Actions

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

Longsword. Melee Weapon Attack: +16 to hit, reach 1.5 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 1.5 m. or range 9/35 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 Weapon Attack: +16 to hit, reach 3 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.

Teleport. Zariel magically teleports, along with any equipment she is wearing and carrying, up to 35 meters to an unoccupied space she can see.

Legendary Actions

The zariel can take 3 legendary actions, choosing from the options below. 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 (Costs 2 Actions). Zariel turns her magical gaze toward one creature she can see within 35 meters of her and commands it to combust. The target must succeed on a DC 26 Will saving throw or take 22 (4d10) fire damage.

Teleport. Zariel uses her Teleport action.

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