Fazrian

Large Celestial, Lawful Evil

STR
24 (+7)
DEX
20 (+5)
CON
24 (+7)
INT
19 (+4)
WIS
22 (+6)
CHA
25 (+7)
Angelic Weapons.

Fazrian's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack).

Divine Awareness.

Fazrian knows if it hears a lie.

Magic Resistance.

Fazrian has advantage on saving throws against spells and other magical effects.

Innate Spellcasting.

Fazrian's spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material components:

At will: detect evil and good, invisibility (self only)

3/day each: blade barrier, dispel evil and good, flame strike, raise dead

1/day each: commune, control weather, insect plague

Actions

Multiattack.

Fazrian makes two melee attacks.

Greatsword.

Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage plus 22 (5d8) radiant damage.

Lair Actions

Unless he is incapacitated, Fazrian can take one of the following lair actions on initiative count 20 (losing initiative ties) while on the Terminus Level:

  • Blood flows from Fazrian's eyes until initiative count 20 on the next round. No creature within 120 feet of the planetar can regain hit points until the effect ends.
  • Fazrian's eyes become smoldering black voids until initiative count 20 on the next round. All other creatures within 120 feet of the planetar have disadvantage on saving throws until the effect ends.
  • Blinding magical light springs from Fazrian's eyes until initiative count 20 on the next round. If a creature starts its turn within 120 feet of the planetar and the two of them can see each other, Fazrian can force the creature to make a DC 20 Constitution saving throw. On a failed save, the creature is blinded. The blindness lasts until the creature receives a lesser restoration spell or similar magic.

Regional Effects

The Terminus Level has been warped by Fazrian's presence, which creates the following magical effects that end when the planetar dies:

  • A faint breeze bears the scent of roses mixed with sulfur. Characters who try to track the breeze to its source are led toward Fazrian in 23b. Hall of Final Judgment. Warm blood oozes from the walls and drips from the ceiling, starting and stopping for no apparent reason. (The blood might attract ravenous, blood-drinking creatures such as stirges or vampire spawn.)
  • The song of an unholy choir echoes through an area whenever a fight breaks out, then fades away when combat ends.

Find this creature in the encounter builder

Fazrian

Source: Waterdeep: Dungeon of the Mad Mage, p. 275 - Licenses and attribution