Medium Aberration, Lawful Evil
Armor Class 17 Natural Armor
Hit Points 550 (50d20 + 25)
Speed 20 ft.
STR
10 (+0)
DEX
10 (+0)
CON
15 (+2)
INT
30 (+10)
WIS
30 (+10)
CHA
15 (+2)
Saving Throws INT +16, WIS +16
Senses Truesight, Passive Perception 30
Languages All
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Magic Blast. Zal can cast Magic Missile as a 1st, 3rd, 7th, or 9th level spell.

Unbreakable Concentration. Zal can use up to 5 concentration spells at one time.

Psy Bomb. A point within 20 feet of Zal explodes with psychic energy. All creatures within 10 feet of that point make a DC 18 Constitution saving throw, taking 12d12 on a failure and half as much on a success. Recharge 1-2.

Spellcasting. Zal is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). Zal has the following Wizard spells prepared:
Cantrips (at will): Fire Bolt, Ray of Frost 
1st level (10 slots): Fog Cloud, Magic Missile, Sleep, Thunderwave

2nd level (10 slots): Acid Arrow, Darkness, Scorching Ray, Web

3rd level (10 slots): Bestow Curse, Fireball, Hypnotic Pattern, Lightning Bolt

4th level (10 slots): Blight, Confusion, Phantasmal Killer

5th level (10 slots): Conjure Elemental, Telekinesis

6th level (10 slots): Disintegrate, Eyebite, Irresistible Dance, Sunbeam

7th level (10 slots): Finger of Death, Prismatic Spray, Reverse Gravity

8th level (10 slots): Feeblemind, Maze, Power Word Stun

9th level (10 slots): Power Word Kill, Weird

Actions

Magical Strikes. All melee attacks made by Zal deal an additional 4d4 force damage.

Multi Strike. Zal can attack with the Staff of Magic and one spell when it takes the attack action.

Staff of Magic. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 14 (2d6 + 7) bludgeoning damage. If a target is hit by the Staff of Magic, Zal casts one spell of 5th level or lower without expending a spell slot.

Legendary Actions

Only one legendary action can be used at a time and only at the end of another creature's turn. A creature regains its spent legendary action at the start of its turn. Zal has 3 legendary actions.

Mind Grip (Costs 3 Actions). Zal attempts to grapple a target within 5 feet. If the target becomes grappled, it takes 4d10 psychic damage at the start of its turn until it is no longer grappled.

Psychic Blast (Costs 2 Actions). All creatures in a 50 foot line in front of Zal make a DC 16  Constitution saving throw, taking 4d12 psychic damage on a failure and half as much on a success.

Repelling Blast (Costs 1 Action). One creature within 10 feet of Zal is pushed back 5 feet.

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