Gargantuan Fiend, Chaotic Evil
Armor Class 21 Natural
Hit Points 672 (52d20 + 100)
Speed 40 ft., fly 40 ft., swim 60 ft.
STR
30 (+10)
DEX
15 (+2)
CON
30 (+10)
INT
21 (+5)
WIS
28 (+9)
CHA
30 (+10)
Saving Throws STR +19, CON +19, WIS +18
Skills Arcana +14
Damage Resistances Cold, Fire, Necrotic, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Acid, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned, Prone
Senses Blindsight 500, Darkvision 60 ft, Truesight 120, Passive Perception 19
Languages All All, Telepathy
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Darkness. Creatures damaged by Zargon’s bite attack must succeed on a DC 25 Constitution save or become polluted with slime. Each round, the victim must succeed on another save or take (3d6) points of acid damage. Only a Heal spell or stronger healing magic will cure this condition.

Regeneration. As long as Zargon's horn is still attached to his body, he heals 50 hit points at the start of each of his turns. If any of his limbs are severed, he can reattach them in one turn by simply holding the limb to the location it was severed from.

Horn. Zargon’s horn grants him regeneration and his resistances to cold and fire damage. Removing the horn requires a successful melee weapon attack, followed by a DC 25 Strength check. Removing the horn causes Zargon to lose the aforementioned benefits.

The horn “regrows” Zargon after 1d4 days. The horn is destroyed if it is dropped into the Eye of Zargon, far below in the lost city, within one day of Zargon’s death.

Anathematic Secrecy. Zargon is immune to all divine divination spell effects, and he can’t be targeted by any divination magic or perceived through magical scrying sensors.

Divine Enervation. All divine spellcasters lose the ability to regain spells so long as they remain within 100 miles of Zargon. This interdiction does not interfere with spellcasting.

Magic Weapons. Zargon's weapon attacks are magical.

Siege Monster. Zargondeals double damage to objects and structures.

Spell-Resistant Carapace. Zargon has advantage on saving throws against spells, and any creature that makes a spell attack against Zargon has disadvantage on the attack roll.

Innate Spellcasting. Zargon's spellcasting ability is Intelligence (spell save DC 22). He can innately cast the following spells, without requiring any material components.

At will: freedom of movement, magic circle, Black Tentacles

3/day: lightning bolt, negative energy flood, life transference 

Actions

Multiattack. Zargon can make 12 tentacle attacks, one gore attack, and one bite attack during his turn.  He can also replace 4 of his tentacle attacks with a spell or 6 of his attacks with inky tentacles.

Tentacle. Melee Weapon Attack: +19 to hit, reach 30 ft., one target. Hit: (2d6+10) bludgeoning damage. This attack is a critical hit on a 19 or 20 for the attack roll. If Zargon makes a successful tentacle attack against a Large or smaller creature, it can attempt to grapple the creature as a bonus action with a successful opposing Strength check. On a success, the creature is grappled and takes an additional (2d6+10) bludgeoning damage. The creature can escape the grapple with a successful DC 25 Strength check.

Gore. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit:(3d6+10) piercing damage.

Bite. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit:(2d6+10) piercing damage plus (3d6) acid damage.

Inky Darkness (recharge 5 rounds). Zargon spews a 60-foot cone of brown slime as a bonus action. All living creatures within the area must succeed on a DC 21 Dexterity save or take (10d6) points of acid damage. The damage is halved on a successful save. Creatures damaged by the darkness must succeed on a DC 25 Constitution save or become polluted with Zargon's Darkness.

Bonus Actions

If Zargon makes a successful tentacle attack against a Large or smaller creature, it can attempt to grapple the creature as a bonus action with a successful opposing Strength check. On a success, the creature is grappled and takes an additional (2d6+10) bludgeoning damage. The creature can escape the grapple with a successful DC 25 Strength check.

Reactions

As a reaction Zargon can cast Temporal Shunt

Legendary Actions

Zargon can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Tiamat regains spent legendary actions at the start of her turn.

Tentacle (Costs 1 Action). Melee Weapon Attack: +19 to hit, reach 30 ft., one target. Hit: (2d6+10) bludgeoning damage. This attack is a critical hit on a 19 or 20 for the attack roll. If Zargon makes a successful tentacle attack against a Large or smaller creature, it can attempt to grapple the creature as a bonus action with a successful opposing Strength check. On a success, the creature is grappled and takes an additional (2d6+10) bludgeoning damage. The creature can escape the grapple with a successful DC 25 Strength check.

Gravity Anomaly (Costs 2 Actions) The Far Realm Zargon is able to manipulate the laws and rules of nature to its own will he can cast either Gravity Fissure  or Gravity Sinkhole

Pulse Wave: (Costs 2 Actions) A pulse of dark energy spews from Zargon Pulse WaveThe madness of the Elder Evil's prison seeps into this world and he can cast maddening darkness

Maddening Darkness: (Costs 3 Actions) The madness of the Elder Evil's prison seeps into this world and he can cast maddening darkness

 

Mythic Actions

If Zargon's mythic trait is active, he can use the options below as legendary actions, as long he is below a half health.

Life Transference (Costs 1 Action). Zargon casts the life transference.

Ravenous Void (Costs 4 Action). He channels the cold, dangerous, and perilous realm of his prison and casts Ravenous Void

Description

Zargon was an elder evil of unknowable origin, an eldritch abomination entombed under the ruins of a fallen city in the Far Realm for his vile ways. The Devourer in the Depths demanded his endless voracity be sated, and if freed, would try to conquer the world and drown it in torrents of darkness. Known as the Invincible Tyrant for his indestructability, even the ancient immortals could only trap him, for even if killed, Zargon always returned.

Zargon possessed ungodly levels of strength, and used his many tentacles to strike and constrict his foes dozens of times in the span of a few seconds. His appendages had great reach and the barbs at their end were perfect for embedding into flesh and bone to hold his victims still. If not simply crushing them, he could rip into his foes with his many teeth or gore them on his mighty horn. When fighting Zargon, the problem wasn't so much hitting him as it was trying to make any wound stick. He regenerated from injuries with a speed that surpassed that of a tarrasque, and his limbs would grow back (if he didn't reattach them first) in a mere minute if cut off.

Lair and Lair Actions

Zargon's lair is not a lair per se it is more that reality rejects this elder abomination wherever it goes.  When he finds his way into the Prime Material or other realm outside of his own Far Realm prison he warps the area 

Lair Actions

On initiative count #20, #10, #0 (losing initiative ties), the Zargon the Godslayer takes a lair action to cause one of the following effects:

  • On #20 Reality begins to reject the foul creature and there begins to develop breaks in reality which Zargon is able to harass and redirect towards his enemies.  He uses these breaks in reality to cast Reality Break
  • #10 Summon 1d4 star spawn
  • #0 You are teleported to another realm roll on the realm chart

Regional Effects

The region containing Zargon's lair is warped by the foul creatures magic, which creates one or more of the following effects:

  • The natural laws of magic are warped by his presence for every spell cast roll on the wild magic table
  • All Terrain within 10 miles of Zargon is rough terrain

If the Zargon dies, these effects fade instantly though scars of his presence remain and nothing less than a hallow spell or the sacrifice of an angel can cleanse the land.

Previous Versions

Name Date Modified Views Adds Version Actions
6/8/2021 2:22:33 PM
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Monster Tags: fiend

liberte

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