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