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Zoryas

Medium · Celestial · CR 8 · Lawful Good

Source. Creature Codex
Armor Class
14 (natural armor)
Hit Points and Hit Dice
104 (16d8+32)
Challenge Rating CR
8

Ability Scores

Core attributes and their modifiers.

STR
16
+3
DEX
10
+0
CON
14
+2
INT
10
+0
WIS
18
+4
CHA
18
+4

Overview

Category Monsters
Size Medium
Type Celestial
Alignment Lawful Good
XP 3900
Initiative Bonus +0

Movement

Walk 30 ft (9.1 m)
Fly 40 ft (12.2 m)
Swim 15 ft (4.6 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Truesight 60 ft (18.3 m)
Passive Perception 17

Saving Throws

Charisma +7

Skills

Insight +7 Perception +7

Languages

all, telepathy 120.0 ft (36.6 m).

Resistances & Immunities

Damage Resistances
fire, radiant; bludgeoning, piercing, and slashing from nomagical attacks
Condition Immunities
blinded, charmed, deafened, exhaustion, frightened

Traits

Fire and Light

The zoryas' weapon attacks are magical. When the zoryas hits with any weapon, the weapon deals an extra 3d8 radiant or fire damage (included in the attack). The zoryas chooses whether its attack does radiant or fire damage before making the attack roll.

Open Celestial Gate

As an action, the zoryas opens a gateway to the celestial plane. The gate appears as a shimmering circle that sheds bright light in a 15-foot radius and dim light for an additional 15 feet and is framed by twisting, golden strands. The gate lasts 1 hour; though, the zoryas can choose to close it at any time as a bonus action. Once the gate closes, the zoryas is reduced to 0 hp and remains unconscious for six days, awakening, fully restored, at sunrise on the seventh day. The zoryas can't pass through its own gate.

Regeneration

The zoryas regains 10 hp at the start of its turn. If the zoryas takes necrotic damage, this trait doesn't function at the start of the zoryas' next turn. The zoryas' body is destroyed only if it starts its turn with 0 hp and doesn't regenerate.

Sun's Guidance (3/Day)

The zoryas has advantage on melee attack rolls until the end of its next turn.

Actions

Dusk's Arrival

The zoryas' lantern darkens, snuffing out nearby natural and magical sources of light. Each creature within 30 feet of the zoryas must make a DC 16 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one. The area is bathed in darkness like the darkness spell until the end of the zoryas' next turn.

Light of Dawn

The zoryas' lantern brightens, bathing its environs in brilliant light. Each creature within 30 feet of the zoryas must succeed on a DC 16 Wisdom saving throw or be blinded for 1d4 rounds. An undead creature who fails this save also takes 13 (3d8) fire damage. The light dispels up to three spells or other magical effects of 3rd level or lower like the dispel magic spell within the area.

Morningstar

+6 to hit, reach 5 ft (1.5 m). Hit: 1d8+3 plus 3d8 fire damage.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 13 (3d8) radiant or fire damage.

Multiattack

The angel makes two morningstar attacks.

About Zoryas

Zoryas is a medium celestial with a Challenge Rating of 8. It has a lawful good alignment.

In combat, this creature maintains an Armor Class of 14 and possesses 104 hit points (derived from 16d8+32).

Zoryas has communication capabilities including all, telepathy 120 ft.. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Zoryas

5 tips available

When using Zoryas in your D&D 5e campaign, consider these tactical approaches:

  • Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
  • Fire Damage Mitigation: This creature deals fire damage. Advise players to have fire resistance ready or use water-based tactics. Consider environmental fire hazards that could backfire on the creature.
  • Cold Damage Strategy: Cold-based attacks can slow or freeze. Prepare 'Heat Metal' or fire spells as countermeasures. Ice terrain can be used to create difficult terrain for melee characters.
  • Telepathic Communication: This creature can communicate telepathically, making it excellent for coordination with allies. Silence spells won't stop its communication. Consider 'Mind Blank' or abilities that block telepathy.
  • Regeneration Counterplay: This creature regenerates HP each turn! Players must deal enough damage to overcome regeneration. Certain damage types (acid, fire) may suppress regeneration. Plan sustained damage output.

Player Guide: Facing Zoryas

5 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
  • Fire Damage Protection: This creature deals fire damage! Get fire resistance from spells like 'Resistance' or potions. Avoid fighting near flammable objects. Water spells can counter fire attacks.
  • Cold Damage Protection: This creature deals cold damage! Get cold resistance or use fire spells. Avoid water surfaces - they can freeze and create difficult terrain. 'Heat Metal' can counter cold.
  • Telepathy Awareness: This creature communicates telepathically! It can coordinate with allies silently. Silence won't stop it. Use 'Mind Blank' or abilities that block telepathy. Be cautious of mental attacks.
  • Counter Regeneration: This creature regenerates HP each turn! Deal enough damage to overcome regeneration. Use acid or fire damage if it suppresses regeneration. Plan sustained damage output.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 8.

Solo Encounter:

A single character of level 11 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 7,200 XP
  • Hard: 10,800 XP
  • Deadly: 14,400 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Zoryas?
Zoryas has a Challenge Rating of 8, making it appropriate for parties of level 8.0.
What type of creature is Zoryas?
Zoryas is a Medium Celestial, which affects how certain spells and abilities interact with it.
What languages does Zoryas speak?
Zoryas can communicate in all, telepathy 120 ft..

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