Medium Fiend, Lawful Evil
Armor Class 18 (natural armor)
Hit Points 488 (33d12 + 264)
Speed 40 ft.
STR
14 (+2)
DEX
18 (+4)
CON
18 (+4)
INT
14 (+2)
WIS
16 (+3)
CHA
22 (+6)
Saving Throws WIS +10, CHA +13
Skills Deception +11, Insight +9, Perception +9
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 ft., Passive Perception 19
Languages Common, Infernal Read all languages
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Limited Magic Immunity. Zazzamin can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.

Hellish spell connection. Zazzamin can concentrate on 3 spells at once. When making a concentration check only make one check though if he fails, he loses concentration on all of his spells. 

Legendary Resistance (3/day). If Zazzamin fails a saving throw, it can choose to succeed instead.

Magic Resistance. Zazzamin has advantage on saving throws against spells and other magical effects

The blessing of Bloodlust. when Zazzamin reduces a hostile creature to 0 hit points, he gains temporary hit points equal to his Charisma modifier + his warlock level (minimum of 1).

Dark one's Luck (5/day).  when Zazzamin makes a ability check, saving throw, or a attack roll he can add a D12 to the roll. Zazzamin can also subtract a D12 from an opponent's ability check, saving throw, or attack from the roll. 

Greater Fiendish ResilienceWhen Zazzamin finishes a short or long rest. He gains resistance to that damage type until he chooses a different one with this feature.

Hurl Through the Nine Hells (2/day). When Zazzamin hits a creature with an attack he can transport them through the lower planes. The creature disappears and hurtles through the Nine Hells. At the end of his next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 12D10 psychic damage that can't be avoided or reduced by any means as it reels from its horrific experience. Once he uses this feature, he can't use it again until he finishes a long rest.

Fiendish reaction. Zazzamin has two reactions instead of one.

Innate Spellcasting. Zazzamin's innate spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). Zazzamin can innately cast the following spells, requiring no material components:

At will: detect thoughts, disguise self, mage hand, minor illusion, speak with dead

3/day each: charm person, detect magic, invisibility, major image, suggestion

1/day each: dominate person, fly, plane shift, true seeing, Psychic scream, Feeblemind, Mass suggestion, Foresight

Spellcasting. Zazzamin is a 20th level spell caster. His spell casting ability is Charisma (Spell save DC 21, +13 to hit with spell attacks). Zazzazzim knows the following warlock spells: 

Cantrips (at will): Eldritch Blast (4 beams, +6 to each damage roll), Chill touchToll the dead , PrestidigitationShocking GraspVicious MockeryMessage                                                              1st-5th level (5 5th level slots): hex, counterspell, dispel magic, Polymorph, blindness/deafness, Summon Greater Demon, fireball, fire shield, wall of fire, Hold Person, Negative energy Flood

Actions

Multiattack. Zazzamin makes two claw attacks.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage, plus 26 (4d12) necrotic damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic.

Fiendish call from the grave (3/day). Zazzamin grabs the soul of someone that one of his enemies loves or has cared for. he can summon this person as a CR 7 undead or fiend. Alternatively if that person had a character sheet (as in he is summoning a dead PC) they come back with the same stats with all of the equipment they were buried with and as if brought back with the True resurrection. People brought back this way have a Chaotic Evil alignment and see Zazzamin as a trusted leader and ally and fight for him. 

Legendary Actions

Zazzamin 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 creatures turn. Zazzamin regains spent legendary actions at the start of his turn. 

Cantrip. Zazzamin casts a cantrip

Corrupting Guidance. Zazzamin targets one creature charmed by him that is within 60 feet within him; that charmed creature must make a DC 21 Charisma saving throw. On a failure, Zazzamin decides how the target acts during his next turn

Rakshasa surprise (costs 2 actions). Zazzamin teleports 30 feet and then makes a claw attack

Habitat: Urban

Wizkid1336

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