Zariel
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Innate Spellcasting Zariel's innate spellcasting ability is Charisma (spell save DC 26). She can innately cast the following spells, requiring no material components :
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). 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. Fury of Battle The first time Zariel drops below 435 HP, her fury begins to pour out. Zariel immediately regains all spent Legendary Actions, and until she dies, she gains an extra point to use on Legendary Actions every turn.
Multiattack Zariel attacks twice with her flail or with her javelins. She can substitute Horrid Touch for one of these attacks. Flail Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage, or 19 (2d10 + 8) bludgeoning damage if used with two hands, plus 36 (8d8) fire damage. 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) Melee Weapon Attack: +16 to hit, reach 10 ft., one target. 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 120 feet to an unoccupied space she can see.
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.
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