Zara, the Scorned Heir (Hellish Form)

huge fiend, neutral evil
Zara, the Scorned Heir (Hellish Form)
Armor Class: 22 (natural armor)
Hit Points: 350 ()
Speed: 40 ft, fly 90 ft.

STR28(+9)DEX20(+5)CON28(+9)INT26(+8)WIS18(+4)CHA30(+10)
Saving Throws: Dex +12, Con +14, Wis +11
Skills: Deception +17, Insight +11, Persuasion +17, Perception +9
Damage Resistances: necrotic
Damage Immunities: fire; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities: charmed, stunned, paralyzed, poisoned, disease
Senses: truesight 120 ft., passive Perception 19
Languages: all
Challenge: 30 (155,000 XP)

Innate Spellcasting: Zara’s innate spellcasting ability is Charisma (spell save DC 26). She can innately cast the following spells at 9th level without requiring material components:
At will: Fireball (evocation)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 20-ft radius must succeed on a Dex. save or take 8d6 fire damage (damage/lvl).

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, Hellish Rebuke (evocation)
Level: 1
Casting Time: 1 reaction
Concentration: No
Ritual: No

The target must succeed on a Dex. save or take 2d10 fire damage (damage/lvl).

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, Invisibility (illusion)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target becomes invisible during 1 hour or until she attacks or casts a spell (+1 creature/lvl).

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3/day each: Finger of Death (necromancy)
Level: 7
Casting Time: 1 action
Concentration: No
Ritual: No

The target must succeed on a Con. save or take 7d8+30 necrotic damage. If killed, becomes a zombie under the caster command.

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, Fire Storm (evocation)
Level: 7
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in ten 10-ft cube must succeed on a Dex. save or take 7d10 fire damage.

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, Plane Shift (conjuration)
Level: 7
Casting Time: 1 action
Concentration: No
Ritual: No

The caster and up to 8 creatures are transported to another plane of existence, or a creature is banished (Cha. save).

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1/day each: Meteor Swarm (evocation)
Level: 9
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 40-ft-radius sphere must succeed on a Dex. save or take 20d6 fire damage and 20d6 bludgeoning damage.

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, Power Word Kill (enchantment)
Level: 9
Casting Time: 1 action
Concentration: No
Ritual: No

The target (100 hp or fewer) dies!

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Legendary Resistance (3/Day): If Zara fails a saving throw, she can choose to succeed instead.
Magic Resistance: Zara has advantage on saving throws against spells and other magical effects.
Limited Immortality: Zara does not age and is immune to any effect that would age her. She can’t be affected or detected by spells of 5th level or lower unless she chooses to be. She can’t be harmed by weapons that do not have a +2 or higher bonus to attack and damage rolls.
Regeneration: Zara regains 20 hit points at the start of her turn if she has at least 1 hit point.

Actions

Multiattack: Zara makes two attacks with her longsword or two attacks with her necrotic touch.
Longsword: Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 18 () slashing damage plus 18 () necrotic damage.
Necrotic Touch: Melee Spell Attack: +17 to hit, reach 5 ft., one target. Hit: 28 () necrotic damage plus 28 () fire damage.
Summon Fiendish Allies (Recharge 5-6): Zara summons up to three fiends of challenge rating 10 or lower within 60 feet of her that are loyal to her. The fiends appear in unoccupied spaces within range and act on Zara’s initiative count. The fiends remain until they die or until Zara dismisses them as an action.

Legendary Actions

Zara can take 5 legendary actions per round at the end of another creature’s turn.
Attack: Zara makes one attack with her longsword or one attack with her necrotic touch.
Move: Zara moves up to half her speed without provoking opportunity attacks.
Cast a Spell (Costs 2 Actions): Zara casts one spell from her innate spellcasting list that has a casting time of one action or less.

Mythic Actions

Zara can take one mythic action per round at the end of another creature’s turn after she has used her hellfire eruption reaction.
Hellfire Blast: Zara unleashes a blast of hellfire in a 60-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw, taking 70 () fire damage on a failed save, or half as much damage on a successful one.
Dark Pact: Zara makes a dark pact with one willing creature within 60 feet of her that she can see. The creature gains the following benefits for the next minute:
  • The creature has advantage on attack rolls and saving throws.
  • The creature deals an extra 14 () necrotic damage when it hits with an attack.
  • The creature is immune to fire and necrotic damage.
At the end of the minute, the creature must make a DC 25 Constitution saving throw. On a failed save, the creature drops to 0 hit points and dies. On a successful save, the creature takes 70 () necrotic damage and ends the pact.

Notes

You see a fiend of infernal power and terror, with red hair, red skin, and orange eyes. She wears a black armor, a crown of thorns, and has bat-like wings and a tail. She carries a blade of black metal, with jagged edges and runes of infernal power. She glares at you with a hateful and menacing expression, and you sense a surge of malice and cruelty in her aura. You realize that this is Zara, the daughter of Asmodeus and Sune, the hybrid queen of fire and light, the scorned heir of the Nine Hells. She speaks to you in a harsh and mocking voice, but you feel a fear in your heart as you hear her words.
“So, you’ve finally found me. I’m impressed. You’ve managed to survive my traps, my minions, and my flames. But you won’t survive me. You see, I have a plan for you. A fate that you can’t escape. A doom that will change your destiny. And mine.”

Lore

Zara's tale begins with an extraordinary connection between two unlikely beings: Asmodeus, the Lord of the Nine Hells, and Sune, the goddess of beauty and love. Their paths crossed during a rare alignment of the planes of existence, drawing them together through their captivating charisma. Their infatuation sparked a passion that surpassed their inherent disparities. They embarked on a clandestine romance, seeking hidden corners to conceal their forbidden love from the watchful eyes of the other deities.
Sune believed that her affection could redeem Asmodeus, perceiving a flicker of goodness beneath his malevolent exterior. She saw him as a misunderstood and solitary being in need of care. Additionally, she hoped their love could bridge the divide between the celestial and fiendish realms, fostering peace and harmony.
However, Asmodeus had ulterior motives for engaging with Sune. He viewed her as a means to further his grand designs, granting him access to the secrets and resources of the Upper Planes. Reveling in Sune's anguish and the turmoil she faced while betraying her kind, he derived pleasure from inflicting suffering and humiliation. His intentions were purely self-serving, devoid of genuine affection for her.
Their secret affair endured for several months until Sune discovered she was carrying a child, Zara. Joy welled within her as she believed their child would symbolize their love and bring hope. When she shared the news with Asmodeus, however, his response was one of fury and repulsion. He regarded their unborn child as an abomination and a liability. His rejection was heartless, as he threatened to end their lives should their paths cross again. He ruthlessly severed their connection, leaving Sune shattered and desolate.
Sune found herself devastated by Asmodeus' callousness and the depths of his betrayal. She experienced an overwhelming sense of shame and trepidation for herself and her unborn child, knowing the extent of Asmodeus' malevolence. Fearing judgment and punishment from the other gods, she concealed her pregnancy, seeking refuge in a secluded realm within the Upper Planes. It was there, in solitude, that she gave birth to Zara, hidden from the gaze of gods and creatures alike.
Zara emerged into the world as a striking embodiment of celestial beauty, inheriting her mother's ethereal grace and radiance. Her golden hair cascaded like strands of sunlight, framing a face of exquisite symmetry and piercing blue eyes that shimmered with divine luminosity. Angelic wings sprouted from her back, their feathers glistening with a pristine glow, and a halo adorned her head, casting a gentle halo of light around her.
However, beneath this celestial facade lay a dormant fiendish nature that stirred within her. When Zara was consumed by anger, fear, or threatened, the fiendish heritage she carried manifested, unleashing a terrifying transformation. Her fair skin darkened to a fiery red hue, and her eyes blazed with an infernal glow. Horns sprouted from her forehead, curling back in a menacing display, while her delicate wings morphed into bat-like appendages, tinged with shadow. Claws extended from her fingertips, and a wicked tail coiled behind her, ready to strike.
Sune endeavored to raise Zara with love and compassion, nurturing her innate goodness while striving to suppress the seeds of evil within her. She imparted wisdom about beauty, love, art, and kindness, alongside lessons of caution, secrecy, and self-reliance. Shielding Zara from the scrutinizing eyes of the Upper Planes, Sune feared the rejection and harm that her daughter might face due to her uniqueness.
However, as Zara grew older, her fiendish heritage began to assert its influence. The whispers of darkness within her soul grew louder, stoking a hunger for power and a thirst for dominance. Zara resented her mother's teachings of compassion, viewing them as weakness. She saw herself as superior to the feeble creatures of the Upper Planes, destined to rule over them with an iron fist.
In secret, Zara delved into forbidden knowledge, exploring the depths of infernal magic. She reveled in the dark arts, harnessing their power to bend reality to her will. She sought out forbidden tomes and artifacts, stealing them from their rightful owners to deepen her mastery of the infernal forces. Manipulation became her ally as she forged alliances with fiends, luring them to her side through seductive charm and cunning persuasion. Through these connections, she unraveled more about Asmodeus, his vast power, his far-reaching plans, and his enemies. The Nine Hells unveiled its intricate politics, wars, and opportunities to her.
Consumed by her insatiable ambition, Zara grew tired of hiding in her mother's realm. She yearned to face Asmodeus directly, to confront him with her burgeoning power. Her twisted desires led her to the realization that she was the rightful heir to his throne, and that he had grown weak and complacent.
Instead of immediately challenging Asmodeus, Zara decided to bide her time, methodically plotting her ascent to power. Her newfound influence and fiendish allies allowed her to sow the seeds of discord within the Nine Hells. With calculated precision, she orchestrated a web of treachery, turning the once loyal subjects of Asmodeus against him. She manipulated the politics of the infernal realm, cultivating a legion of followers who saw her as the true embodiment of fiendish might.
As rumors of her growing power reached the ears of Asmodeus, he dismissed them as insignificant, a mere annoyance in his grand scheme. Unbeknownst to him, Zara's evil designs gradually converged, paving the way for her ultimate confrontation with her father. She reveled in the knowledge that she would be the one to topple the Lord of the Nine Hells from his throne, usurping his power and becoming the final villain of her father's world.
The stage was set, the pieces were in motion, and Zara's ascent to darkness was nearing its climax. Her malevolent reign awaited, promising a cataclysmic clash that would echo throughout the realms, forever changing the fate of the Nine Hells and all who dared stand against her.
Tags:neutralevilfiendtruesightflyingdeceptioninsightpersuasionperceptionresistanceimmunitylegendary actionsmythic actions

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