The Aethervale

Command Palette

Search for a command to run...

Admin
monster

Zariel

Zariel
Zariel
CR 26
Large Fiend (devil), Lawful Evil
Reveal Stat Block
Armor Class
21 (natural armor)
Hit Points
580 (40d10 + 360)
Speed
50 ft., fly 150 ft.
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.
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 longsword or with her javelins. She can substitute Horrid Touch for one of these attacks.
Longsword.mw 16 to hit, reach 10 ft., one target. ({@damage 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.mw,rw 16 to hit, reach 10 ft. or range 30/120 ft., one target. ({@damage 2d6 + 8) piercing damage plus 36 (8d8) fire damage.
Horrid Touch 5.Zariel touches one creature within 10 feet of her. The target must succeed on a 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 and carrying, up to 120 feet to an unoccupied space she can see.
Legendary Actions.The creature can take 3 legendary actions...
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 26 Wisdom saving throw or take 22 (4d10) fire damage.
Teleport.Zariel uses her Teleport action.

Zariel

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

Zariel

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.