Archduke Zariel of Avernus

(Baldur's Gate: Descent Into Avernus)

Large fiend (devil), Lawful Evil

Armor Class21 (natural armor)
Hit Points580 (40d10 + 360)
Speed50 ft., fly 150 ft.
STRDEXCONINTWISCHA
27 (+8) 24 (+7) 28 (+9) 26 (+8) 27 (+8) 30 (+10)
Saving ThrowsCha +18, Int +16, Wis +16
SkillsIntimidation +18, Perception +16
Damage Vulnerabilities—
Damage Resistancesfire; radiant; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered
Damage Immunitiescold; necrotic; poison
Condition Immunitiescharmed; exhaustion; frightened; poisoned
Sensesdarkvision 120 ft., passive Perception 26
Languagesall, telepathy 120 ft.
Challenge26

Traits

Devil's Sight.

Magical darkness doesn't impede Zariel's darkvision.

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).

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.

Actions

Multiattack.

Zariel attacks twice with her flail and once with Matalotok. She can substitute Horrid Touch for Matalotok.

Flail.

Melee Attack Roll: +16 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) piercing damage plus 36 (8d8) fire damage.

Matalotok (Warhammer).

Melee Attack Roll: +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

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.

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 each/day: blade barrier, dispel evil and good, finger of death