Magic Resistance. Zagraal has advantage on saving throws against spells and other magical effects.
Demolith Subtype. Zagraal has the "(demolith)" tag, which has no rules of its own, but is a tag that affects him in the same way that it would affect a demon or devil.
Semi-Immortal Nature. Zagraal can't die of old age unless affected by magic of a spell of 6th level or higher and doesn't require food, drink, air, or sleep.
Lesser Legendary Resistance (3/Day). If Zagraal fails a saving throw, he can choose to reroll it with advantage.
Spell Penetration. When Zagraal casts a spell and is interrupted by an enemy's counterspell or similar spell or magical effect, treat the spell's level as 2 levels higher.
Multiattack. Zagraal makes two melee attacks and uses his Spectral Charge. He can replace any one of these with a casting of one of his "at-will" spells.
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) bludgeoning damage.
+1 Quarterstaff. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, or 13 (2d8 + 4) bludgeoning damage if used with two hands, plus 8 (2d6 + 1) cold damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Scimitar. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Spectral Charge. Zagraal lunges his staff forward while channeling ancestral magic through it, summoning the spectral form of a charging demonic goat. The goat charges in a 20-foot line that is 10 feet wide. Each target in the area must make a DC 15 Dexterity saving throw, taking 17 (5d6) force damage and be knocked back 5 feet on a failed save, or a quarter as much damage and no other effects on a success.
Summon Khazra (Recharge 6). Zagraal uses hellish magic to summon 2d4 goatmen demoliths that have resistance to cold damage that appear at points Zagraal can see within 50 feet of him. A summoned demolith is a ally of Zagraal and remains for 1 minute or until either it or Zagraal dies.
Chilling Totem (Recharge 4-6). Zagraal uses his abjurant magic to summon a small wooden, skull-topped totem to emerge from the ground at a point he can see within 40 feet of him. The totem has 9 hit points, AC 8, has immunity to cold damage, has resistance to nonmagical piercing, bludgeoning, and slashing damage. The totem remains for 1 minute unless destroyed, and whenever a creature hostile to Zagraal starts their turn while within 40 feet of the totem, they have their speed reduced by 10 feet and cannot take bonus actions.
Spellcasting. Zagraal casts one of the following spells, using Wisdom as his spellcasting ability (spell save DC 18, +10 to hit with spell attacks). He has the following druid and warlock spells prepared:
At will: ray of frost (2d8), gust, light, thaumaturgy
5/day: fog cloud, speak with animals, armor of Agathys, thin the ice
9/day: augury, gust of wind, hold person, dispel magic, sleet storm, magic circle, dominate beast, locate creature
4/day: channel fiendish power, cone of cold, find the path, investiture of ice
2/day: symbol, control weather
Zagraal can take 2 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. Zagraal regains spent legendary actions at the start of his turn.
Strike. Zagraal makes a melee attack.
Spellcast. Zagraal casts one of his "at-will" or "5/day" spells, expending a spell slot as normal.
Spectral Fury (Costs 2 Actions, Recharge 6). Zagraal lunges his staff forward while channeling ancestral magic through it, summoning the spectral forms of 1d8 giant charging demonic goats. Each spectral goat emerges from a point Zagraal can see within 60 feet of him and charges in a 30-foot line that is 15 feet wide. Each target in the area must make a DC 16 Dexterity saving throw, taking 21 (6d6) force damage and be knocked back 5 feet on a failed save, or a quarter as much damage and no other effects on a success.
Description
During the Mage Clan Wars, the Umbaru were in conflict with the Vizjerei Clan. As decades of savage warfare took their toll on the Umbaru's culture and minds, the clans began to search for any means to prevail over their enemies. They thus captured a mage to do their bidding, using the mage to gain control of the khazra—former Umbaru that had been transformed into the Vizjerei. They thus gained control over the khazra, and drove the Vizjerei out of Teganze.
This came at a price however, and the Umbaru found themselves in servitude to Zagraal, in exchange for their cursed power. The khazra became furious marauders, driven to raid villages and caravans to sate their bloodlust and procure sacrificial victims for their demonic master. Zagraal's reign came to an end when the khazra's fellow Umbaru tribes sent Witch Doctors to end the khazra threat to the region. After cutting through swathes of khazra, the Witch Doctors finally confronted Zagraal, and in a now legendary battle, slew the demon. With Zagraal's death, the khazra were left without a source of demonic power to draw on. Never again would they be the threat they once were.
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