Medium Fiend (Demon), Chaotic Evil
Armor Class 15 Natural
Hit Points 82 (9d10)
Speed 30 ft., walk 40 ft.
STR
15 (+2)
DEX
14 (+2)
CON
16 (+3)
INT
14 (+2)
WIS
16 (+3)
CHA
11 (+0)
Saving Throws CON +5, WIS +5
Damage Vulnerabilities Radiant
Damage Resistances Fire, Thunder
Condition Immunities Blinded, Charmed
Senses Darkvision 60 ft bright 30 ft more dim, Passive Perception 12
Languages Celestial, Common, Infernal, Undercommon Common, Infernal, Celestial.
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Devils Sight. Magical darkness doesn't impede the imp's darkvision.

Magic Resistance. The imp has advantage on saving throws against spells and other magical effects.

Summoner. Zalgor can take his action to summon 1 imp to his aid 

Final Fire. If any creature is within 10 feet of Zalgor when he is killed they have to make a DC 14 dexterity Saving through and take 3d8 fire damage on a failed save, and half as much on a successful one 

Spellcasting. Zalgor is a 5th-level Wizard.

Zalgor's spellcasting ability is Wisdom (spell save DC 12, +1 to hit with spell attacks). Zalgor has following Wizard spells prepared:
Cantrips (at will): Fire Bolt, True Strike, Minor Illusion, Prestidigitation
1st level (4 slots): Burning Hands, Hideous Laughter, False Life, Expeditious Retreat.

2nd Level (3 Slots): Alter self, See Invisibility, Scorching Ray

3rd Level (2 Slots): Counterspell, Major Image 

Actions

Action Melee Attack. Fire Blade Attack +3 to hit, reach 10 ft., 1 target. Hit: (3d8 + 4) Fire damage. 

Shapeshift: Zalgor, as a bonus action, can cast the Alter Self spell. (it counts to his spell slots even as a bonus action.)

Invisible: Zalgor magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment Zalgor wears or carries is invisible with it.

Reactions

Standard Opportunity attack

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Zalgor is about 6'6 looming over his enemies. He has fiery red skin, and when he gets cut instead of blood spurting out Fire erupts from his wounds. 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: Demon Lord

Habitat: Underdark

Gubbinspog

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