Zariel
Ac 21 Hp 580
Speed 50ft fly 150ft
Str 27 +8 Dex 24 Con 28 +9 Int 26 +8 Wis 27 +8 Cha 30
+7 +10
Saving Throws INT +16, WIS +16, CHA +18
Skills Intimidation +18, Perception +16
Damage Resistances Fire, Radiant; Bludgeoning, Piercing, and Slashing from
Nonmagical Attacks that aren't Silvered
Damage Immunities Cold, Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 120 ft., Passive Perception 26
Languages All, Telepathy 120 ft.
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits
Devil’s Sight. Magical darkness doesn’t impede Zariel’s darkvision.
Fiery 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).
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
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 attacks twice with her flail and once with Matalotok. She can
substitute Horrid Touch for Matalotok.
Flail. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8)
piercing damage plus 36 (8d8) fire damage. Matalotok (Warhammer). Melee Weapon
Attack: +16 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage, or 19
(2d10 + 8) bludgeoning damage when used with two hands, plus 36 (8d8) fire damage.
In addition, the weapon emits a burst of cold that deals 10 (3d6) cold damage to each
creature within 30 feet of it.
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.
Teleport. Zariel magically teleports, along with any equipment she is wearing or
carrying, up to 120 feet to an unoccupied space she can see.
Legendary Actions
Zariel can take 3 legendary actions, choosing from the options below. Only one
legendary action option 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 her 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.