Huge Fiend, Lawful Evil
Armor Class 22 (Natural Armor)
Hit Points 858 (52d12 + 520)
Speed 40 ft., climb 40 ft., swim 60 ft.
STR
30 (+10)
DEX
15 (+2)
CON
30 (+10)
INT
23 (+6)
WIS
28 (+9)
CHA
29 (+9)
Saving Throws STR +19, CON +19, WIS +18, CHA +18
Skills Arcana +15, Athletics +19, History +15, Insight +18, Intimidation +18, Perception +18, Persuasion +18, Religion +15, Stealth +11, Survival +18
Damage Resistances Cold, Fire
Damage Immunities Acid, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Blindsight 60 ft., Tremorsense 60 ft., Truesight 120 ft., Passive Perception 28
Languages All, Telepathy 5,000 ft.
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Amphibious. Zargon can breathe air and water.

Anathematic Secrecy. Zargon is immune to all divine divination spell effects, and he cannot be targeted by any divination magic or perceived through magical scrying sensors.

Divine Enervation. All divine spellcasters lose the ability to regain spells so long as they remain within 100 miles of Zargon. This interdiction does not interfere with spellcasting.

Horn. Zargon’s horn grants him regeneration and his resistances to cold and fire damage. Removing the horn requires a successful melee weapon attack, followed by a DC 30 Strength check. Removing the horn causes Zargon to lose the aforementioned benefits. The horn “regrows” Zargon after 1d4 days. The horn is destroyed if it is dropped into the Eye of Zargon, far below in the lost city, within one day of Zargon’s death.

Innate Spellcasting. Zargon's spellcasting ability is Charisma (spell save DC 26, +18 to hit with spell attack rolls). He can innately cast the following spells, without requiring any material components:

At Will: Acid Arrow, Control Water, Dispel Magic, Freedom of Movement, Grease, Magic Circle, Stinking Cloud

3/Day Each: Cloudkill, Lightning Bolt, Vitriolic Sphere

1/Day Each: Feeblemind, Guards and Wards

Legendary Resistance (3/Day). If Zargon fails a saving throw, he can choose to succeed instead.

Legendary Swimmer. Zargon has advantage on all Strength (Athletics) checks, Strength saving throws, and Dexterity saving throws while swimming.

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

Magic Weapons. Zargon's attacks are considered magical.

Regeneration. As long as Zargon's horn is still attached to his body, he heals 50 hit points at the start of each of his turns. If any of his limbs are severed, he can reattach them in one turn by simply holding the limb to the location it was severed from.

Spider Climb. Zargon can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Multiattack. Zargon can use his Frightful Presence. Zargon then makes eight attacks: one with his bite, one with his gore, and six with his tentacles.

Bite. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 22 (2d10 + 10) piercing damage plus 14 (4d6) acid damage. On a hit, the target must succeed on a DC 27 Constitution saving throw. On a failed save, the target is polluted with rotten slime. While a creature is polluted with this rotting slime, the creature must repeat the saving throw at the end of each of its turns, taking 21 (6d6) acid damage on a failure. Zargon’s pollution is cured on a successful save, or a Greater Restoration, Remove Curse, or similar magic can also remove this condition. If a creature polluted with rotten slime is reduced to 0 hit points, the creature and everything it is wearing and carrying, except magic items, are reduced to a puddle of acidic slime. The creature can be restored to life only by means of a True Resurrection or a Wish spell.

Gore. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 24 (4d6 + 10) piercing damage. On a hit, the target must succeed on a DC 27 Strength saving throw. On a failed save, the target is knocked prone.

Tentacle. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 17 (2d6 + 10) bludgeoning damage. On a hit, if the target is size Large or smaller the target must succeed on a DC 27 Dexterity saving throw. On a failed save, the target is grappled by Zargon’s tentacle. Until the grapple ends, Zargon cannot use this tentacle on another target. Zargon has twelve tentacles. Any creature that ends its turn grappled by one of Zargon’s tentacles takes 7 (2d6) acid damage.

Frightful Presence. Each creature of Zargon's choice that is within 120 feet of him and aware of Zargon must succeed on a DC 26 Wisdom saving throw. On a failed save, a creature is frightened for one minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Zargon's Frightful Presence for the next 24 hours.

Acidic Slime (Recharge 5–6). Zargon spews a brown acidic slime in a 150–foot line that is 10 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw. On a failed save, a creature takes 70 (20d6) acid damage and has their movement speed halved until the end of Zargon's next turn. On a successful save, a creature takes half damage and suffers no other effects.

Summon Ooze (3/Day). Zargon summons 1d4 Huge Gray Oozes. A summoned Huge Gray Ooze appears in an unoccupied space within 60 feet of Zargon, acts as an ally of him, and cannot summon other creatures. It remains for one minute, until Zargon dies, or until Zargon dismisses it as an action.

Bonus Actions

Swimming Dash. While swimming Zargon can use a bonus action to Dash.

Legendary Actions

Zargon 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. Zargon regains spent legendary actions at the start of each of his turns.

At Will Spell. Zargon cast an "At Will" spell from his Innate Spellcasting list that has a casting time of one action or less.

Tentacle. Zargon makes a single Tentacle attack.

Tentacle Slam (Cost 2 Actions). Zargon slams creatures grappled by him into each other or a solid surface. Each creature must succeed on a DC 27 Constitution saving throw. On a failed save, a creature takes 31 (6d6 + 10) bludgeoning damage and is stunned until the end of its next turn. On a successful save, the target takes half the bludgeoning damage and is not stunned.

Description

Description. The Returner, The Invincible Tyrant, The Devourer in the Depths, Despised by the baatezu, feared by the gods, and all but forgotten by mortals, Zargon struggles to escape his prison to once more conquer the earth and drown the world with rivers of his slime.

Zargon stands 30 feet tall from the nest of his squirming tentacles to the tip of his great black horn. One’s eyes cannot help but fall upon Zargon’s monstrous head. A wide maw filled with curving teeth stretches across his reptilian face, and oozing brown slime hangs from his chin and forms smoking clots on the hardened flesh of his torso. A 7–foot–long black horn speckled with silver flecks thrusts out from the center of his forehead, and pale yellow fluid weeps from its base. Perhaps the most disturbing thing about Zargon is the bulging bloody eye just below his horn.

The rest of Zargon’s form is no less repellent. A muscular torso bears the signs of countless injuries, crisscrossed with seeping wounds and pestilential tumors. In place of arms, Zargon has a knot of flesh at each shoulder, from which six long tentacles whip out, each with a thorny barb perfect for embedding into flesh and bone and holding victims fast.

Six thick, muscled tentacles grow from the base of his trunk, and when he moves, one or more of these appendages darts out to find purchase and drag his awfulness forward, leaving a stinking trail of bloody slime, fingers, slippery organs, and other undigested flesh wherever he travels.

Lair and Lair Actions

Lair

Zargon’s lair is that of a huge underground cavern with several layers of broken slime covered bridges. There is no floor to Zargon’s lair, but instead it is a collection of large pools of toxic brackish water and acidic slime.

Lair Actions

On initiative count 20 (losing initiative ties), Zargon cannot repeat an effect until they have all been used, and he cannot use the same effect two rounds in a row:

  1. Grasping Pools. Pools of water and slime within 150 feet of Zargon surge outward in a grasping tide. Any creature on the ground within 30 feet of such a pool must succeed on a DC 17 Strength saving throw. On a failed save, a creature is pulled up to 30 feet into the pools and knocked prone.
  2. Pseudopod. Zargon summons three pseudopods within 150 feet of him. A pseudopod has 16 hit points, AC 13, and is immune to acid and psychic damage. Each pseudopod lashes out to a target of Zargon’s choice; Pseudopod. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 7 (2d6) bludgeoning damage plus 7 (2d6) acid damage. On a hit, if the target is size Medium or smaller the target must succeed on a DC 17 Dexterity saving throw. On a failed save, the target is grappled by the pseudopod. Until the grapple ends, the pseudopod cannot attack another target. The pseudopods disappear at the start of the next lair action (initiative count 20).
  3. Rushing Gore. Zargon rushes towards one creature hostile to him within his movement speed, at the end of this movement Zargon can make one Gore attack.
  4. Slimy Ground. A 100–foot square area of ground within 150 feet of Zargon becomes excessively slimy; that area is difficult terrain until the start of the next lair action (initiative count 20).

Previous Versions

Name Date Modified Views Adds Version Actions
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1/19/2021 12:19:45 AM
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10/31/2023 8:12:18 PM
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11/8/2023 11:02:28 PM
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Monster Tags: Demonaberration

Habitat: SwampUnderdarkUnderwater

DaemonSultan

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