Zariel (archdevil)
Fiend · Crown of Wrath
T5d12Sovereign
Warlord of Avernus, Zariel leads legions, sword flaming eternal.
Tier 5 · Role Sovereign · Pool Vigor 9 / Vitality 30 · AC 14 · ATK +8 · Save DC 19 · Dmg d12
| Stat | Score | Mod | Die |
|---|---|---|---|
| Body | 22 | +6 | d12 |
| Mind | 20 | +5 | d10 |
| Sense | 22 | +6 | d12 |
| Heart | 18 | +4 | d8 |
| Cunning | 20 | +5 | d10 |
| Fate | 8 | -1 | -d3 |
Passives
Spellcasting (hellfire war-cant)
Zariel wields the sorcery of the Blood War, calling down hellfire and bending the devils of Avernus to her banner.
Archdevil's Resilience
Immune to fire and poison damage; advantage on saves against spells; flies 150 ft. She regains 1 Vigor at the start of her turn, but radiant damage stops this until the end of her next turn and deals 1 extra damage to her.
Maneuvers
The Voice That Commands
She speaks a word of infernal command; one creature that can hear her makes a Mind save (DC 19) or is frightened of her and cannot willingly approach her for 1 round. Devils within 60 ft that can see her instead gain advantage on their next attack roll.
Declarations
Declared in the enemy tactical window and resolved at the start of its next turn. Any Vitality it loses first forces the disruption roll: on a 1 the telegraph is lost.
Flames of Avernus
She raises Matalok and hellfire sweeps the field. Every creature within 30 ft makes a Body save (DC 19): takes 5 damage on a failure, or 1 Vigor damage on a success.
Reactions
Wings of Ash
When an attack misses her, she may fly up to 60 ft without provoking attacks.
Tactics
GM tactics
Former angel, now ruler of the first layer of Hell. Commands the Blood War. Uses The Voice That Commands to sharpen her devils and break the nerve of whoever stands against them. Takes to the air on Wings of Ash rather than be pinned down. Matalok is a legendary weapon no mortal can wield-anyone who grasps it takes 1 fire damage for every round it is held.
Running it
Rules
- Shield of Tier + Heart mod over a Vitality pool of 10 + 4 x Tier. Full Vigor at combat start; at the start of its turn it rolls 5 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
- A hit rolls d12. A crit rolls two: 2d12.
- Crits on a natural 15+ (Cunning 20).
- Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
- Sovereign: 2 Sovereign Actions a round, spent after other combatants' turns, on top of its attacks.
- Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
- Never checks morale: it fights to 0 Vitality or to the exit written into its lowest phase.
- NPCs never take wounds.