Innate Spellcasting. Zantras's spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). Zantras can innately cast the following spells, requiring no material components:
At will: alter self (can become Medium-sized when changing his appearance), detect magic, dispel magic, phantasmal force
3/day each: confusion, dream, mislead, programmed illusion, seeming
1/day each: mirage arcane, mental prison, project image
Legendary Resistance (3/Day). If Zantras fails a saving throw, he can choose to succeed instead.
Magic Weapons. Zantras weapon attacks are magical.
Undetectable. Zantras can’t be targeted by divination magic, perceived through magical scrying sensors, or detected by abilities that sense demons or fiends.
Multiattack. Zantras makes three attacks: one with his bite and two with his fists.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 19 (3d6 + 9) piercing damage.
Fist. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 22 (3d8 + 9) bludgeoning damage.
Zantras can take 3 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. Zantras regains spent legendary actions at the start of his turn.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) bludgeoning damage. If the target is a Large or smaller creature, it is also grappled (escape DC 18). The grappled target is also restrained. Zantras can grapple only one creature with his tail at a time.
Phantasmal Killer (Costs 2 Actions). Zantras casts phantasmal killer, no concentration required.
Programmed Illusion
Zantras begins the fight hidden, using a programed illusion to appear before the group.
Madness of Zantras
If a creature goes mad in Zantras's lair or within line of sight of the demon lord, roll on the Madness of Zantras table to determine the nature of the madness, which is a character flaw that lasts until cured.
Short-Term Madness
d100 | Effect (lasts 1d10 minutes) |
---|---|
01-20 | The character retreats into his or her mind and becomes paralyzed. The effect ends if the character takes any damage. |
21-30 | The character becomes incapacitated and spends the duration screaming, laughing, or weeping. |
31-40 | The character becomes frightened and must use his or her action and movement each round to flee from the source of the fear. |
41-50 | The character begins babbling and is incapable of normal speech or spellcasting. |
51-60 | The character must use his or her action each round to attack the nearest creature. |
61-70 | The character experiences vivid hallucinations and has disadvantage on ability checks. |
71-75 | The character does whatever anyone tells him or her to do that isn't obviously self-destructive. |
76-80 | The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal. |
81-90 | The character is stunned. |
91-100 | The character falls unconscious. |
Lair and Lair Actions
Zantras’s Lair
Lair Actions
On initiative count 20 (losing initiative ties), Zantras can take a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row:
- Zantras siphon's Knil Noot's life force, causing 2d12 necrotic damage and lowering his max HP by that half that amount.
- Zantras creates a simulacrum of Knil Noot (as if created with the simulacrum spell). This simulacrum obeys Zantras’s commands and is destroyed on the next initiative count 20. The simulacrum has 20hp. If it is destroyed before the next initiative 20, Zantras takes damage equal to the damage dealt to the simulacrum.
- Zantras creates a wave of anguish. Each creature he can see within the lair must succeed on a DC 18 Wisdom saving throw or take 10 (2d10) psychic damage and roll on the madness table.
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