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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