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Zara, the Scorned Heir

huge celestial, neutral evil


Armor Class: 21 (natural armor)
Hit Points: 350 ()
Speed: 40 ft, fly 90 ft.

STR24(+7)DEX20(+5)CON24(+7)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: radiant
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: 25 (75,000 XP)

Innate Spellcasting: Zara’s innate spellcasting ability is Charisma (spell save DC 25). She can innately cast the following spells at 9th level without requiring material components:
At will: Charm Person (enchantment)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

The humanoid target must succeed on a Wis. save or be charmed by the caster (+1 creature/lvl).

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, Detect Thoughts (divination)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

The caster detects the superficial thoughts of a creature within 30 ft, and the deepest if the target misses a Wis. save.

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, Guiding Bolt (evocation)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

If the spell attack hits, deals 4d6 radiant damage (damage/lvl) and the next attack roll will have advantage.

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, Spiritual Weapon (evocation)
Level: 2
Casting Time: 1 bonus action
Concentration: No
Ritual: No

If the spell attack hits, deals 1d8+Ability.Mod force damage (damage/lvl). A bonus action allows another attack.

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3/day each: Dominate Person (enchantment)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

One humanoid must succeed on a Wis. save or be charmed and obey the caster (duration/lvl).

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, Heal (evocation)
Level: 6
Casting Time: 1 action
Concentration: No
Ritual: No

1 creature regains 70 hp and are cured of diseases, blindness, and deafness (+10 hp/lvl).

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, Mass Suggestion (enchantment)
Level: 6
Casting Time: 1 action
Concentration: No
Ritual: No

Up to 12 targets must succeed on a Wis. save or follow the suggestion given by the caster (duration/lvl).

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1/day each: Divine Word (evocation)
Level: 7
Casting Time: 1 bonus action
Concentration: No
Ritual: No

Targets must succeed on a Cha. save or suffer an effect (deafened, blinded, etc). Some creatures are banned.

View on dndbeyond.com
, Mass Heal (evocation)
Level: 9
Casting Time: 1 action
Concentration: No
Ritual: No

Several creatures regain a total of 700 hp and are cured of diseases, blindness, and deafness.

View on dndbeyond.com

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.
Regeneration: Zara regains 20 hit points at the start of her turn if she has at least 1 hit point.
Shapechanger: Zara can use a bonus action to change her appearance to that of any Medium, Large, or Huge creature. Her statistics remain the same in each form.
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.
Hellfire Eruption: When Zara’s radiant form is reduced to 0 hit points for the first time in combat, she explodes in a burst of hellfire that damages nearby creatures before transforming into her hellish form. Each creature within 30 feet of Zara 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. Zara then changes into her hellish form, regaining all hit points and legendary resistances. She also gains access to new mythic actions in addition to her legendary actions.

Actions

Multiattack: Zara makes two attacks with her longsword or two attacks with her radiant touch.
Longsword: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 16 () slashing damage plus 14 () radiant damage.
Radiant Touch: Melee Spell Attack: +17 to hit, reach 5 ft., one target. Hit: 21 () radiant damage plus 21 () fire damage.
Summon Celestial Allies (Recharge 5-6): Zara summons up to three celestials of challenge rating 10 or lower within 60 feet of her that are loyal to her. The celestials appear in unoccupied spaces within range and act on Zara’s initiative count. The celestials remain until they die or until Zara dismisses them as an action.
Illustration:
background image

Zara, the Scorned Heir

huge celestial, neutral evil


Armor Class: 21 (natural armor)
Hit Points: 350 ()
Speed: 40 ft, fly 90 ft.

STR24(+7)DEX20(+5)CON24(+7)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: radiant
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: 25 (75,000 XP)

Innate Spellcasting: Zara’s innate spellcasting ability is Charisma (spell save DC 25). She can innately cast the following spells at 9th level without requiring material components:
At will: Charm Person (enchantment)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

The humanoid target must succeed on a Wis. save or be charmed by the caster (+1 creature/lvl).

View on dndbeyond.com
, Detect Thoughts (divination)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

The caster detects the superficial thoughts of a creature within 30 ft, and the deepest if the target misses a Wis. save.

View on dndbeyond.com
, Guiding Bolt (evocation)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

If the spell attack hits, deals 4d6 radiant damage (damage/lvl) and the next attack roll will have advantage.

View on dndbeyond.com
, Spiritual Weapon (evocation)
Level: 2
Casting Time: 1 bonus action
Concentration: No
Ritual: No

If the spell attack hits, deals 1d8+Ability.Mod force damage (damage/lvl). A bonus action allows another attack.

View on dndbeyond.com

3/day each: Dominate Person (enchantment)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

One humanoid must succeed on a Wis. save or be charmed and obey the caster (duration/lvl).

View on dndbeyond.com
, Heal (evocation)
Level: 6
Casting Time: 1 action
Concentration: No
Ritual: No

1 creature regains 70 hp and are cured of diseases, blindness, and deafness (+10 hp/lvl).

View on dndbeyond.com
, Mass Suggestion (enchantment)
Level: 6
Casting Time: 1 action
Concentration: No
Ritual: No

Up to 12 targets must succeed on a Wis. save or follow the suggestion given by the caster (duration/lvl).

View on dndbeyond.com

1/day each: Divine Word (evocation)
Level: 7
Casting Time: 1 bonus action
Concentration: No
Ritual: No

Targets must succeed on a Cha. save or suffer an effect (deafened, blinded, etc). Some creatures are banned.

View on dndbeyond.com
, Mass Heal (evocation)
Level: 9
Casting Time: 1 action
Concentration: No
Ritual: No

Several creatures regain a total of 700 hp and are cured of diseases, blindness, and deafness.

View on dndbeyond.com

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.
Regeneration: Zara regains 20 hit points at the start of her turn if she has at least 1 hit point.
Shapechanger: Zara can use a bonus action to change her appearance to that of any Medium, Large, or Huge creature. Her statistics remain the same in each form.
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.
Hellfire Eruption: When Zara’s radiant form is reduced to 0 hit points for the first time in combat, she explodes in a burst of hellfire that damages nearby creatures before transforming into her hellish form. Each creature within 30 feet of Zara 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. Zara then changes into her hellish form, regaining all hit points and legendary resistances. She also gains access to new mythic actions in addition to her legendary actions.

Actions

Multiattack: Zara makes two attacks with her longsword or two attacks with her radiant touch.
Longsword: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 16 () slashing damage plus 14 () radiant damage.
Radiant Touch: Melee Spell Attack: +17 to hit, reach 5 ft., one target. Hit: 21 () radiant damage plus 21 () fire damage.
Summon Celestial Allies (Recharge 5-6): Zara summons up to three celestials of challenge rating 10 or lower within 60 feet of her that are loyal to her. The celestials appear in unoccupied spaces within range and act on Zara’s initiative count. The celestials remain until they die or until Zara dismisses them as an action.
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Zara, the Scorned Heir

huge celestial, neutral evil


Legendary Actions

Zara can take 3 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 radiant 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.
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Zara, the Scorned Heir

You see a woman of divine beauty and grace, with golden hair, fair skin, and blue eyes. She wears a white gown, a crown of roses, and has angelic wings and a halo. She carries a longsword that shines with holy light, and a shield that bears the symbol of Sune. She smiles at you with a charming and seductive expression, but you sense a hint of malice and cruelty in her gaze. 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 sweet and soothing voice, but you feel a chill in your spine as you hear her words.

“Welcome, my dear guests. I’m so glad you could join me for this…special occasion. I’ve been expecting you for a long time. You see, I have a proposition for you. A deal that you can’t refuse. A chance to 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.

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