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<blockquote data-quote="dave2008" data-source="post: 8985396" data-attributes="member: 83242"><p>[ATTACH=full]281265[/ATTACH]</p><p><a href="https://www.artstation.com/artwork/NxoakD" target="_blank">Zariel</a> by Faith Mills</p><p></p><table style='width: 100%'><tr><td><strong><span style="font-size: 22px">Zariel (WIP)</span></strong></td><td><strong>Challenge</strong> 24</td></tr><tr><td><em>Large fiend (archduke), lawful evil</em></td><td>124,000 Elite XP</td></tr></table><p><img src="https://www.enworld.org/attachments/1599650724997-png.125937/" alt="1599650724997.png" class="fr-fic fr-dii fr-draggable " style="" /></p><p><strong>Armor Class</strong> 21 (Natural Armor)</p><p><strong>Hit Points</strong> 609 (42d10 + 378; bloodied 304)</p><p><strong>Speed </strong>60 ft., fly 180 ft.</p><p><img src="https://www.enworld.org/attachments/1599650724997-png.125937/" alt="1599650724997.png" class="fr-fic fr-dii fr-draggable " style="" /></p><table style='width: 100%'><tr><td><strong>STR</strong></td><td><strong>DEX</strong></td><td><strong>CON</strong></td><td><strong>INT</strong></td><td><strong>WIS</strong></td><td><strong>CHA</strong></td></tr><tr><td>25 (+7)</td><td>24 (+7)</td><td>28 (+9)</td><td>26 (+8)</td><td>27 (+8)</td><td>28 (+9)</td></tr></table><p><img src="https://www.enworld.org/attachments/1599650724997-png.125937/" alt="1599650724997.png" class="fr-fic fr-dii fr-draggable " style="" /></p><p><strong>Saving Throws</strong> Dex +14, Int+15, Wis +15, Cha +16</p><p><strong>Skills </strong>Athletics +14, Intimidation +16, Perception +15</p><p><strong>Damage Resistances </strong>Cold, Fire, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered</p><p><strong>Damage Immunities</strong> Necrotic, Poison</p><p><strong>Condition Immunities</strong> Charmed, Exhaustion, Frightened, Poisoned</p><p><strong>Senses </strong>darkvision 240 ft., Passive Perception 25</p><p><strong>Languages </strong>all, telepathy 120 ft.</p><p><strong>Proficiency Bonus</strong> +7 <strong>Maneuver DC</strong> 23</p><p><img src="https://www.enworld.org/attachments/1599650724997-png.125937/" alt="1599650724997.png" class="fr-fic fr-dii fr-draggable " style="" /></p><p><strong><em>Archduke (Elite Trait; 1/Rest). </em></strong>The first time Zariel is bloodied, all conditions and effects she is suffering end for her, all of her abilities recharge, and her Elite Actions and Traits are active for 1 hour.</p><p></p><p><em><strong>Banishment.</strong></em> When Zariel drops to 0 hit points, and she is not in Avernus, her body is destroyed but her essence travels back to her domain in Avernus, and is unable to take physical form for a time.</p><p></p><p><em><strong>Devil’s Sight.</strong></em> Magical darkness doesn’t impede Zariel’s <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/monsters#Darkvision" target="_blank">darkvision</a>.</p><p></p><p><strong><em>Fires of Avernus (Elite Trait). </em></strong>When Zariels Archduke trait is active, her melee attacks deal an extra 9 (2d8) fire damage on a hit.</p><p></p><p><strong><em>Infernal Might. </em></strong>While in Hell, Zariel's attacks ignore all resistances of creatures with less than 17 hit dice and she scores a critical hit on a roll of 18 or greater.</p><p></p><p><strong><em>Limited Magic Immunity.</em></strong> Unless she wishes to be affected, Zariel is immune to cantrips and she has advantage on saving throws against all other spells and magical effects and any creature that makes a spell attack against Zariel has disadvantage on the attack roll.</p><p></p><p><strong><em>Lord of Avernus.</em></strong> While in Avernus, Zariel can’t be surprised or changed into another form against her will, she can’t be targeted by divination magic, perceived through magical scrying sensors, and is immune to any effect that would sense her emotions or read her thoughts. Additionally, Wisdom (Insight) checks made to ascertain her intentions or sincerity have disadvantage.</p><p></p><p><strong><u>ACTIONS</u></strong></p><p><em><strong>Multiattack.</strong></em> Zariel makes two Flail or Longsword attacks. She can replace one attack with a use of Withering Curse, if available, or a Hellfire Bolt.</p><p></p><p><em><strong>Chain Flail (+3).</strong> Melee Weapon Attack:</em> +17 to hit, reach 20 ft., one target. <em>Hit:</em> 19 (2d8 + 10) magical bludgeoning damage plus 31 (7d8) fire damage.</p><p></p><p><em><strong>Longsword (+2).</strong> Melee Weapon Attack:</em> +16 to hit, reach 10 ft., one target. <em>Hit:</em> 17 (2d8 + 9) magical slashing damage, or 19 (2d10 + 9) magical slashing damage when used with two hands, plus 31 (7d8) fire damage.</p><p></p><p><em><strong>Hellfire Bolt.</strong> Ranged Spell Attack:</em> +16 to hit, range 300 ft., one target. <em>Hit:</em> 32 (6d10) fire and force damage.</p><p></p><p><em><strong>Withering Curse (Recharge 5–6).</strong></em> Zariel targets one creature she can see within 90 feet of her. The target must succeed on a DC 26 Constitution saving throw or take 44 (8d10) necrotic damage and be <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Poisoned" target="_blank">poisoned</a> for 1 minute. While <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Poisoned" target="_blank">poisoned</a> in this way, the target is <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Blinded" target="_blank">blinded</a> and <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Deafened" target="_blank">deafened</a>. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</p><p></p><p><em><strong>Spellcasting.</strong></em> Zariel casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 24):</p><p></p><p>At will: <a href="https://www.dndbeyond.com/spells/alter-self" target="_blank">alter self</a> (can become Medium when changing her appearance), <a href="https://www.dndbeyond.com/spells/detect-evil-and-good" target="_blank">detect evil and good</a>, <a href="https://www.dndbeyond.com/spells/fireball" target="_blank">fireball</a>, <a href="https://www.dndbeyond.com/spells/invisibility" target="_blank">invisibility</a> (self only), <a href="https://www.dndbeyond.com/spells/major-image" target="_blank">major image</a>, <a href="https://www.dndbeyond.com/spells/wall-of-fire" target="_blank">wall of fire</a></p><p>3/day each: <a href="https://www.dndbeyond.com/spells/blade-barrier" target="_blank">blade barrier</a>, <a href="https://www.dndbeyond.com/spells/dispel-evil-and-good" target="_blank">dispel evil and good</a>, <a href="https://www.dndbeyond.com/spells/finger-of-death" target="_blank">finger of death</a></p><p>[spoiler=Spells]</p><p><strong><em>Fireball.</em></strong> Zariel casts the fireball spell. A bright streak flashes to a point Zariel chooses within 120 feet of her that then explodes in flame. Each creature in a 20-foot radius sphere from that point must make a DC 24 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one.</p><p></p><p><strong><em>Finger of Death. </em></strong>Zariel cast the spell Finger of Death. A creature of Zariel's choice within 60 feet of her must make a DC 20 Constitution <a href="https://a5e.tools/rules/saving-throw" target="_blank">saving throw</a>, taking 61 (7d8 + 30) necrotic damage on a failed saving throw or half damage on a success. A humanoid killed by this spell turns into a <a href="https://a5e.tools/node/1827" target="_blank">zombie</a> under the Zariel's control at the start of her next turn.</p><p>[/spoiler]</p><p></p><p><strong><em>Summon Devils (2/day).</em></strong> Zariel magically summons one of the following types of devils (100% chance of success):1d3+1 bone devils, 1d3+1 Erinyes, or (50% chance of success) one her Dukes.</p><p></p><p><em><strong>Teleport.</strong></em> Zariel teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see.</p><p>attacks.</p><p></p><p><strong><u>REACTIONS</u></strong></p><p><em><strong>Chain Parry.</strong></em> When a ranged attack would hit her, Zariel adds 7 to her AC against the attack and any other ranged attacks until the start of her next turn. Zariel must see the attackers and be wielding a her chain flail to gain this bonus.</p><p></p><p><strong><u>LEGENDARY ACTIONS</u></strong></p><p>Zariel can take 3 legendary actions, choosing from the options below. She can use one legendary action option at the end of another creatures turn and any unused legendary actions at the end of the round. Zariel regains spent legendary actions at the start of her turn.</p><p></p><p><strong>Elite Recovery. </strong>Zariel ends one condition or negative effect currently affecting her. She can do so as long as she has at least 1 hit point, even while <a href="https://a5e.tools/rules/conditions" target="_blank">unconscious</a> or <a href="https://a5e.tools/rules/conditions" target="_blank">incapacitated</a>.</p><p><strong>Regenerate.</strong> Zariel regains 20 hit points.</p><p><strong>Teleport.</strong> Zariel uses Teleport.</p><p><strong>Attack (Cost 2 Actions). </strong>Zariel makes a Chain Flail, Longsword, or Hellfire Bolt attack.</p><p><strong>Immolating Gaze (Costs 2 Actions).</strong> Zariel turns her magical gaze toward one creature she can see within 120 feet of her and commands it to burn. The target must succeed on a DC 24 Wisdom saving throw or take 22 (4d10) fire damage.</p><p><strong>Cast a Spell (Cost 2 Actions).</strong> Zariel casts an at will spell.</p><p><strong>Flail Storm (Elite Action; Costs 3 Actions).</strong> Zariel make an Chain Flail attack on all targets of her choice within 20 feet of her. On a hit the target must make a DC 24 Strength saving throw or be knocked prone.</p><p><strong>War Cry (Elite Action; Costs 3 Actions). </strong>Zariel's shouts a defiant command. Every target of her choice within 120 feet of her must make a DC 24 Constitution saving throw or be pushed back 20 feet and land <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Prone" target="_blank">prone</a>. Additionally, all magical effects of her choice within 120 feet of her are dispelled (except 9th level spells and similar magic) and any allies of her choice that can hear her and are within 120 feet of her gain 20 temporary hit points.</p><p><strong>Summon Erinyes (Elite Trait; Costs 3 Actions).</strong> Zariel uses her summon devils action to summon Erinyes.</p></blockquote><p></p>
[QUOTE="dave2008, post: 8985396, member: 83242"] [ATTACH type="full" alt="1680867800854.png"]281265[/ATTACH] [URL='https://www.artstation.com/artwork/NxoakD']Zariel[/URL] by Faith Mills [TABLE] [TR] [TD][B][SIZE=6]Zariel (WIP)[/SIZE][/B][/TD] [TD][B]Challenge[/B] 24[/TD] [/TR] [TR] [TD][I]Large fiend (archduke), lawful evil[/I][/TD] [TD]124,000 Elite XP[/TD] [/TR] [/TABLE] [IMG alt="1599650724997.png"]https://www.enworld.org/attachments/1599650724997-png.125937/[/IMG] [B]Armor Class[/B] 21 (Natural Armor) [B]Hit Points[/B] 609 (42d10 + 378; bloodied 304) [B]Speed [/B]60 ft., fly 180 ft. [IMG alt="1599650724997.png"]https://www.enworld.org/attachments/1599650724997-png.125937/[/IMG] [TABLE] [TR] [TD][B]STR[/B][/TD] [TD][B]DEX[/B][/TD] [TD][B]CON[/B][/TD] [TD][B]INT[/B][/TD] [TD][B]WIS[/B][/TD] [TD][B]CHA[/B][/TD] [/TR] [TR] [TD]25 (+7)[/TD] [TD]24 (+7)[/TD] [TD]28 (+9)[/TD] [TD]26 (+8)[/TD] [TD]27 (+8)[/TD] [TD]28 (+9)[/TD] [/TR] [/TABLE] [IMG alt="1599650724997.png"]https://www.enworld.org/attachments/1599650724997-png.125937/[/IMG] [B]Saving Throws[/B] Dex +14, Int+15, Wis +15, Cha +16 [B]Skills [/B]Athletics +14, Intimidation +16, Perception +15 [B]Damage Resistances [/B]Cold, Fire, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered [B]Damage Immunities[/B] Necrotic, Poison [B]Condition Immunities[/B] Charmed, Exhaustion, Frightened, Poisoned [B]Senses [/B]darkvision 240 ft., Passive Perception 25 [B]Languages [/B]all, telepathy 120 ft. [B]Proficiency Bonus[/B] +7 [B]Maneuver DC[/B] 23 [IMG alt="1599650724997.png"]https://www.enworld.org/attachments/1599650724997-png.125937/[/IMG] [B][I]Archduke (Elite Trait; 1/Rest). [/I][/B]The first time Zariel is bloodied, all conditions and effects she is suffering end for her, all of her abilities recharge, and her Elite Actions and Traits are active for 1 hour. [I][B]Banishment.[/B][/I] When Zariel drops to 0 hit points, and she is not in Avernus, her body is destroyed but her essence travels back to her domain in Avernus, and is unable to take physical form for a time. [I][B]Devil’s Sight.[/B][/I] Magical darkness doesn’t impede Zariel’s [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/monsters#Darkvision']darkvision[/URL]. [B][I]Fires of Avernus (Elite Trait). [/I][/B]When Zariels Archduke trait is active, her melee attacks deal an extra 9 (2d8) fire damage on a hit. [B][I]Infernal Might. [/I][/B]While in Hell, Zariel's attacks ignore all resistances of creatures with less than 17 hit dice and she scores a critical hit on a roll of 18 or greater. [B][I]Limited Magic Immunity.[/I][/B] Unless she wishes to be affected, Zariel is immune to cantrips and she has advantage on saving throws against all other spells and magical effects and any creature that makes a spell attack against Zariel has disadvantage on the attack roll. [B][I]Lord of Avernus.[/I][/B] While in Avernus, Zariel can’t be surprised or changed into another form against her will, she can’t be targeted by divination magic, perceived through magical scrying sensors, and is immune to any effect that would sense her emotions or read her thoughts. Additionally, Wisdom (Insight) checks made to ascertain her intentions or sincerity have disadvantage. [B][U]ACTIONS[/U][/B] [I][B]Multiattack.[/B][/I] Zariel makes two Flail or Longsword attacks. She can replace one attack with a use of Withering Curse, if available, or a Hellfire Bolt. [I][B]Chain Flail (+3).[/B] Melee Weapon Attack:[/I] +17 to hit, reach 20 ft., one target. [I]Hit:[/I] 19 (2d8 + 10) magical bludgeoning damage plus 31 (7d8) fire damage. [I][B]Longsword (+2).[/B] Melee Weapon Attack:[/I] +16 to hit, reach 10 ft., one target. [I]Hit:[/I] 17 (2d8 + 9) magical slashing damage, or 19 (2d10 + 9) magical slashing damage when used with two hands, plus 31 (7d8) fire damage. [I][B]Hellfire Bolt.[/B] Ranged Spell Attack:[/I] +16 to hit, range 300 ft., one target. [I]Hit:[/I] 32 (6d10) fire and force damage. [I][B]Withering Curse (Recharge 5–6).[/B][/I] Zariel targets one creature she can see within 90 feet of her. The target must succeed on a DC 26 Constitution saving throw or take 44 (8d10) necrotic damage and be [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Poisoned']poisoned[/URL] for 1 minute. While [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Poisoned']poisoned[/URL] in this way, the target is [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Blinded']blinded[/URL] and [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Deafened']deafened[/URL]. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. [I][B]Spellcasting.[/B][/I] Zariel casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 24): At will: [URL='https://www.dndbeyond.com/spells/alter-self']alter self[/URL] (can become Medium when changing her appearance), [URL='https://www.dndbeyond.com/spells/detect-evil-and-good']detect evil and good[/URL], [URL='https://www.dndbeyond.com/spells/fireball']fireball[/URL], [URL='https://www.dndbeyond.com/spells/invisibility']invisibility[/URL] (self only), [URL='https://www.dndbeyond.com/spells/major-image']major image[/URL], [URL='https://www.dndbeyond.com/spells/wall-of-fire']wall of fire[/URL] 3/day each: [URL='https://www.dndbeyond.com/spells/blade-barrier']blade barrier[/URL], [URL='https://www.dndbeyond.com/spells/dispel-evil-and-good']dispel evil and good[/URL], [URL='https://www.dndbeyond.com/spells/finger-of-death']finger of death[/URL] [spoiler=Spells] [B][I]Fireball.[/I][/B] Zariel casts the fireball spell. A bright streak flashes to a point Zariel chooses within 120 feet of her that then explodes in flame. Each creature in a 20-foot radius sphere from that point must make a DC 24 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. [B][I]Finger of Death. [/I][/B]Zariel cast the spell Finger of Death. A creature of Zariel's choice within 60 feet of her must make a DC 20 Constitution [URL='https://a5e.tools/rules/saving-throw']saving throw[/URL], taking 61 (7d8 + 30) necrotic damage on a failed saving throw or half damage on a success. A humanoid killed by this spell turns into a [URL='https://a5e.tools/node/1827']zombie[/URL] under the Zariel's control at the start of her next turn. [/spoiler] [B][I]Summon Devils (2/day).[/I][/B] Zariel magically summons one of the following types of devils (100% chance of success):1d3+1 bone devils, 1d3+1 Erinyes, or (50% chance of success) one her Dukes. [I][B]Teleport.[/B][/I] Zariel teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see. attacks. [B][U]REACTIONS[/U][/B] [I][B]Chain Parry.[/B][/I] When a ranged attack would hit her, Zariel adds 7 to her AC against the attack and any other ranged attacks until the start of her next turn. Zariel must see the attackers and be wielding a her chain flail to gain this bonus. [B][U]LEGENDARY ACTIONS[/U][/B] Zariel can take 3 legendary actions, choosing from the options below. She can use one legendary action option at the end of another creatures turn and any unused legendary actions at the end of the round. Zariel regains spent legendary actions at the start of her turn. [B]Elite Recovery. [/B]Zariel ends one condition or negative effect currently affecting her. She can do so as long as she has at least 1 hit point, even while [URL='https://a5e.tools/rules/conditions']unconscious[/URL] or [URL='https://a5e.tools/rules/conditions']incapacitated[/URL]. [B]Regenerate.[/B] Zariel regains 20 hit points. [B]Teleport.[/B] Zariel uses Teleport. [B]Attack (Cost 2 Actions). [/B]Zariel makes a Chain Flail, Longsword, or Hellfire Bolt attack. [B]Immolating Gaze (Costs 2 Actions).[/B] Zariel turns her magical gaze toward one creature she can see within 120 feet of her and commands it to burn. The target must succeed on a DC 24 Wisdom saving throw or take 22 (4d10) fire damage. [B]Cast a Spell (Cost 2 Actions).[/B] Zariel casts an at will spell. [B]Flail Storm (Elite Action; Costs 3 Actions).[/B] Zariel make an Chain Flail attack on all targets of her choice within 20 feet of her. On a hit the target must make a DC 24 Strength saving throw or be knocked prone. [B]War Cry (Elite Action; Costs 3 Actions). [/B]Zariel's shouts a defiant command. Every target of her choice within 120 feet of her must make a DC 24 Constitution saving throw or be pushed back 20 feet and land [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Prone']prone[/URL]. Additionally, all magical effects of her choice within 120 feet of her are dispelled (except 9th level spells and similar magic) and any allies of her choice that can hear her and are within 120 feet of her gain 20 temporary hit points. [B]Summon Erinyes (Elite Trait; Costs 3 Actions).[/B] Zariel uses her summon devils action to summon Erinyes. [/QUOTE]
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