Page 182 - Mordenkainen's Tome of Foes Deluxe
P. 182
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• ZARIEL'S LAIR must succeed on a DC 26 Wisdom saving throw or
Zariel makes her lair in a basalt citadel that rises up
become frightened of the illusion for 1 minute. A
in Avernus. From nearly a mile away, one can hear the frightened creature can repeat the saving throw at the
screams and moans coming from the burned victims end of each of its turns, ending the effect on itself on
chained to the stronghold's wall, the dying remains of a success.
those who failed to impress the archdevil. The strong- • Zariel casts her innate fireball spell.
hold, covering five square miles, is surrounded by walls
Re,ional Effects. The region containing Zariel's lair
reinforced with high turrets. Devils of all kinds crawl
is warped by her magic, which creates one or more of
over the structure, ensuring that no intruders breach
the following effects:
their defenses.
Lair Actions. On initiative count 20 (losing initiative • The area within 9 miles of the lair is filled with
ties), Zariel can take a lair action to cause one of the screaming voices and the stench of burning meat.
following effects; she can't use the same effect two • Once every 60 feet within 1 mile of the lair, 10-foot-
rounds in a row: high gouts of flame rise from the ground. Any creature
or object that touches the flame takes 7 (2d6) fire
• Zariel casts major image four times at its lowest
damage, though it can take this damage no more than
level, targeting different areas with the spell. Zariel
once per round.
prefers to create images of intruders' loved ones be-
• The area within 2 miles, but no closer than 500
ing burned alive. Zariel doesn't need to concentrate
feet, of the lair is filled with smoke, which causes
on the spells, which end on initiative count 20 of the
the area to be heavily obscured. The smoke can't be
next round. Each creature that can see these illusions
cleared away.
If Zariel dies, these effects fade over the course of
ldlO days.
CHAPTER 6 I RESTIARY
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