BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Zariel

Zariel was once a Solar Angel from the Heavenly Spheres. Tasked with overseeing the events transpiring in the Layers of Hell, over time she grew frustrated with the lack of action from her fellow Divine. She watched helplessly as Asmodeus grew his own power and numbers, knowing that he must be stopped, and believing she could lead the charge to do it.   In time, she petitioned to Zaphkiel to allow her to assault the Nine Hells, but he told her that was not her place. Her task was to observe. This angered her, so she went to Primus, the impartial Judge of all realms and accused Asmodeus of crimes against the universe. Primus agreed to hear these charges in the The Trial of Asmodeus of Asmodeus, but in the end, Asmodeus was cleared of any wrongdoing.   This infuriated Zariel beyond any point of reason, and her final act of treason against the fellow Celestials was to lead a band of mortal warriors into Hell. She lead her Hellriders on an assault, but they were unable to breach even the entry levels of Hell. In a dramatic turn of irony, the Hellriders were deemed to have been just in their crusade, and all went to the Heavenly Spheres, while her soul was ensnared by her rage and trapped within the confines if Hell. In the battle, she lost her sword, a legendary artifact known simply as the Sword of Zariel. It's current whereabouts are unknown.   Over time, Asmodeus corrupted her soul even further, until eventually she fully transformed from the Solar Angel she once was to the form she now takes, as the Archduchess of Limbo, the first Layer of Hell.
Realm
Children
Ruled Locations

Remove these ads. Join the Worldbuilders Guild

Zariel, Archduchess of the First CR: 26

Large fiend (devil), lawful evil
Armor Class: 21 Natural Armor
Hit Points: 580 (40d10 + 360) [roll 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

Saving Throws: Int +16, Wis +16, Cha +18
Skills: Intimidation +18, Perception +16
Damage Resistances: cold, fire, radiant; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Damage Immunities: necrotic, poison
Condition Immunities: charmed, exhaustion, frightened, poisoned
Senses: Devil's Sight Magical darkness doesn't impede Zariel's darkvision.
Languages: All, Telepathy (120 ft)
Challenge Rating: 26

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: blade barrier, dispel evil and good, finger of death


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.

Actions

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.

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.

Comments

Please Login in order to comment!