1. Characters

Zariel

Lord of the First

Archduke Zariel of Avernus

Large Fiend (Devil), Lawful Evil
AC 21 (natural armor)
Initiative +7 (17)
HP 580 (40d10 + 360)
Speed 50 ft., Fly 150 ft.
mod
save
mod
save
mod
save
Str
27
+8
+8
Dex
24
+7
+7
Con
28
+9
+9
Int
26
+8
+16
Wis
27
+8
+16
Cha
30
+10
+18
Skills Intimidation +18Perception +16
Resistances Fire, Radiant; Bludgeoning, Piercing, and Slashing from nonmagical attacks that aren't silvered
Immunities Cold, Necrotic, Poison; CharmedExhaustionFrightenedPoisoned
Gear JavelinLongsword
Senses Darkvision 120 ft., Passive Perception 26
Languages All, telepathy 120 ft.
CR 26 (XP 90,000; PB +8) 

Traits

Devil's Sight. Magical darkness doesn't impede Zariel's darkvision.

Innate Spellcasting. Zariel's innate spellcasting ability is Charisma (spell save DC 26). She can innately cast the following spells, requiring no material components:

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.

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).

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, or 19 (2d10 + 8) bludgeoning damage if 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 and carrying, up to 120 feet to an unoccupied space she can see.

Legendary Actions

Legendary Action Uses: 3. Immediately after another creature's turn, Archduke can expend a use to take one of the following actions. Archduke regains all expended uses at the start of each of their turns.

  • 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.