Large unknown, Chaotic Evil
Armor Class 22 Natural Armor
Hit Points 400 (20d10 + 300)
Speed 40 ft.
STR
30 (+10)
DEX
22 (+6)
CON
28 (+9)
INT
28 (+9)
WIS
18 (+4)
CHA
30 (+10)
Saving Throws CON +15, INT +15, CHA +16
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision, Truesight, Passive Perception 20
Languages All
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Lord of Evil. Zargothrax can gain control over any creature that has the Evil Alignment.

Spellcasting. Zargothrax is a 8-level spellcaster. Its spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). Zargothrax has following Sorcerer spells prepared:
Cantrips (at will): Chill Touch, Fire Bolt, Light, Mage Hand, Ray of Frost, Shocking Grasp, True Strike
1st level (10 slots): Disguise Self, Magic Missile, Protection from Good and Evil, Sanctuary, Shield.

2nd level (8 slots): Lesser Restoration, Magic Missile, Pyrotechnics, Scorching Ray, Zone of Truth

3rd level (8 slots): Counterspell, Daylight, Fireball, Haste, Magic Missile, Scorching Ray

4th level (6 slots): Banishment, Counterspell, Fireball, Magic Missile, Scorching Ray

5th level (6 slots): Banishment, Counterspell, Fireball, Hold Monster, Insect Plague, Magic Missile, Scorching Ray

6th level (4 slots): Banishment, Circle of Death, Counterspell, Fireball, Hold Monster, Insect Plague, Magic Missile, Scorching Ray

7th level (4 slots): Banishment, Circle of Death, Counterspell, Fireball, Hold Monster, Insect Plague, Magic Missile, Scorching Ray

8th level (4 slots): Banishment, Circle of Death, Counterspell, Fireball, Hold Monster, Insect Plague, Magic Missile, Scorching Ray

Actions

Multiattack. Zargothrax can make three attacks with his Mace

Mace. Melee Weapon Attack: +18 to hit, reach 10 ft., 1 target. Hit: 20 (3d6 + 10) Bludgeoning damage and the target is pushed up to 5ft away from Zargothrax if it is large or smaller.

Swinging Attack (Recharge 5-6). Zargothrak swings his giant mace in a 10-foot radius semi-circle in front of him. Each creature in that area must make a DC 24 Dexterity Saving Throw, taking 37 (12D6) Bludgeoning damage on a failed save, or half as much on a successful save. On a failed save the creature is also thrown 60 feet back from it's original position and takes an additional 7 (2D6) Falling damage.

Legendary Actions

Zargothrax has 3 legendary actions. These can only be used at the end of a creature's turn. Zargothrax regains all his legendary actions at the beginning of his turn.

Move (Costs 1 Action). Zargothrax moves up to his movement speed. This movement does not trigger attack of Opportunity.

Unicorn Resurrection (Cost 2 Actions). Zargothrax resurrects any Unicorn within 60ft of him. The Unicorn acts as an ally for Zargothrax. The Unicorn lasts until it's HP are reduced to 0.

Description

Zargothrax is a towering figure with a Mace larger than most beings. He emits dark energy and has been blessed by Olm to be his Vessel.

Bitboi77

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