Shapechanger. Yuzla can use his action to polymorph into a form that resembles a Medium humanoid, or back into his true form. Aside from his size, his statistics are the same in each form. Any equipment he is wearing or carrying isn’t transformed.
Innate Spellcasting. Yuzla's spellcasting ability is Charisma (+17 to hit, spell save DC 25). He can innately cast the following spells, requiring no material components:
At will: chaos bolt, charm person, crown of madness, detect magic, dispel magic, dissonant whispers, hellish rebuke (at level 4)
6/day each: counterspell (at 5th level), darkness, dominate person, sanctuary, telekinesis, teleport
3/day each: dominate monster, greater invisibility, power word pain
1/day each: True Polymorph, wish
Legendary Resistance (6/Day). If Yuzla fails a saving throw, he can choose to succeed instead.
Magic Resistance. Yuzla has advantage on saving throws against spells and other magical effects.
Magic Weapons. Yuzla's weapon attacks are magical.
Multiattack. Yuzla attacks three times with the Wave of Sorrow.
Wave of Sorrow (Greatsword). One-Handed Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) slashing damage plus 10 (3d6) acid damage.
Teleport. Yuzla magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.
Relocate. Yuzla magically teleports, along with any equipment he is wearing or carrying, up to 60 feet to an unoccupied space he can see.
Call Upon Sorrow. Yuzla can either: (1) magically teleport Wave of Sorrow into its pocket plane from anywhere, regardless of its location on any other plane. (2) magically teleport Wave of Sorrow to his hand from its pocket plane. or (3) magically teleport Wave of Sorrow to his hand if within 1,000ft of it on the same plane of existence.
Parry. If holding Wave of Sorrow, Yuzla can roll a d8 and add it to his AC against the triggering attack.
Yuzla can take 6 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. Yuzla regains spent legendary actions at the start of his turn.
Attack. Yuzla attacks once with the Wave of Sorrow.
Dance, My Puppet! One creature charmed by Yuzla that Yuzla can see must use its reaction to move up to its speed as Yuzla directs.
Sow Discord (Costs 2 Actions). Yuzla casts an at-will spell.
Teleport (Costs 2 Actions). Yuzla uses his Teleport action.
Swift Reaction (Costs 3 Actions). Yuzla regains a reaction.
Lair and Lair Actions
Yuzla's Lair
Yuzla’s principal lair is his Pleasure Palace, a grandiose structure found within his Abyssal domain. Yuzla's maddening influence radiates outward in a tangible ripple, warping reality around him. Given enough time in a single location, Yuzla can twist it with his madness. Yuzla's lair is a den of ostentation and hedonism. It is adorned with finery and decorations so decadent that even the wealthiest of mortals would blush at the excess. Within Yuzla’s lairs, followers, thralls, and subjects alike are forced to slake Yuzla’s thirst for pageantry and pleasure.
Lair Actions
On initiative count 20 (losing initiative ties), Yuzla can take a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row:
- Yuzla casts the command spell on every creature of his choice in the lair. He needn’t see each one, but he must be aware that an individual is in the lair to target that creature. He issues the same command to all the targets.
- Smooth surfaces within the lair become as reflective as a polished mirror. Until a different lair action is used, creatures within the lair have disadvantage on Dexterity (Stealth) checks made to hide.
Regional Effects
The region containing Yuzla ’s lair is warped by his magic, creating one or more of the following effects:
- Flat surfaces within 1 mile of the lair that are made of stone or metal become highly reflective, as though polished to a shine. These surfaces become supernaturally mirrorlike.
- Wild beasts within 6 miles of the lair break into frequent conflicts and coupling, mirroring the behavior that occurs during their mating seasons.
- If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 23 Wisdom saving throw or descend into a madness determined by the Madness of Yuzla table. A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours.
If Yuzla dies, these effects fade over the course of 1d10 days.
Madness of Yuzla
If a creature goes mad in Yuzla’s lair or within line of sight of the demon lord, roll on the Madness of Yuzla table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master’s Guide for more on madness.
Madness of Yuzla
|
d100 |
Flaw (lasts until cured) |
|---|---|
| 01–20 | “There is nothing in the world more important than me and my desires.” |
| 21–40 | “Anyone who doesn’t do exactly what I say doesn’t deserve to live.” |
| 41–60 | “Mine is the path of redemption. Anyone who says otherwise is intentionally misleading you.” |
| 61–80 | “I will not rest until I have made someone else mine, and doing so is more important to me than my own life—or the lives of others.” |
| 81–90 | “My own pleasure is of paramount importance. Everything else, including social graces, is a triviality.” |
| 91–00 | “Anything that can bring me happiness should be enjoyed immediately. There is no point to saving anything pleasurable for later.” |
Previous Versions
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3/1/2023 7:14:47 PM
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18
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4
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Coming Soon
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