Dual Minded. Bazim-Gorag has two minds each that control his body making him almost impossible to completely incapacitate him. If he is incapacitated he can still take actions but loses access to his Innate Spellcasting ability until he recovers from the condition. If he is incapacitated while still affected by the condition then he is unable to take actions, move or speak.
Innate Spellcasting. Bazim'Gorag’s innate spellcasting ability is Charisma (spell save DC 24, +17 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: detect magic, detect evil and good, detect thoughts, flame strike, wall of fire, fear, invisibility
3/day: dispel magic, fly, fire storm, teleport, hold monster, telekinesis
1/day: meteor swarm, power word kill, power word stun, geas, maddening darkness,
Legendary Resistance (5/Day). If Bazim-Gorag fails a saving throw, he can choose to succeed instead.
Magic Resistance. Bazim-Gorag has advantage on saving throws against spells and other magical effects.
Magic Weapons. Bazim-Gorag’s weapon attacks are magical.
Regeneration. If Bazim-Gorag has at least 1 hit point, he regains 30 hit points at the start of his turn.
Shared Thinking. Bazim-Gorag has advantage on Constitution saving throws to maintain concentration unless he is incapacitated.
Multiattack. Bazim-Gorag casts a spell from his Innate Spellcasting List and makes two attacks with his Unholy Glaive and one attack with his Bite.
Bite. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) piercing damage.
Claws. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 18 (2d8 + 9) slashing damage.
Unholy Glaive. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 31 (4d10 + 9) slashing damage plus 18 (4d8) necrotic.
Incinerating Strike (3/day). As a bonus action, Bazim-Gorag can choose to envelop his next attack with great amounts of fiery power to destroy his opponents. If the attack hits the target of the attack must make a DC 24 Constitution Saving Throw or take an additional 70 (20d6) fire damage on a failure and half as much on a success, if this damage reduces a creature to 0 hit points the creature is turned into a pile of ash.
Bazim-Gurag can take 5 legendary actions, choosing from the options below. It can take only one legendary action at a time and only at the end of another creature’s turn. Bazim-Gurag regains spent legendary actions at the start of its turn.
Claws. Bazim-Gurag makes an attack with his Claws.
Incandescent Aura (Costs 2 Actions). Bazim-Gorag radiates bright light in a 20 foot radius. Any creature in the area must make a DC 24 Constitution Saving Throw against this magic or take 28 (8d6) fire damage and be set on fire. At the end of each of its turns thereafter, the burning target repeats the saving throw. It takes 14 (4d6) fire damage on a failed save, and the effect ends on a successful one.
Spellcasting (Costs 3 Actions). Bazim-Gorag casts a spell from his Innate Spellcasting List.
Summon Slaadi (Costs 3 Actions). Bazim-Gorag summons a death slaad. A summoned slaad appears in an unoccupied space within 60 feet of Bazim-Gorag, acts as an ally of Bazim-Gorag, and can’t summon other slaadi. It remains for 1 minute, until it or Bazim-Gorag dies, or until Bazim-Gorag dismisses it as an action.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
10/22/2021 4:17:01 PM
|
13
|
1
|
--
|
Coming Soon
|
Comments