Mirror image. Zahak, the Faceless is surrounded by three illusory duplicates of itself within 30ft. The duplicates move with it and mimic its actions, shifting position so it's impossible to track which image is real. Any attack from Zahak, the Faceless can also come from one of its duplicates
Each time a creature targets it with an attack, roll a d20 to determine whether the attack instead targets one of your duplicates.
If you have:
Three duplicates, 6+ = attacks the duplicate
Two duplicates, 8+ = attacks the duplicate
One duplicate, 11+ = attacks the duplicate
A duplicate's AC equals 16. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects including area of effect spells.
A creature is unaffected by this special trait if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
Legendary resistance (3/day). If Zahak, the Faceless fails a saving throw, it can choose to succeed instead.
Dagger of Venom. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (4d10) piercing damage and 11 (2d10) poison damage. The creature must make a DC 16 Constitution saving throw or become poisoned.
Many faces Zahak, the Faceless puts on three different masks choosing one to three targets it can see within 120 feet of it:
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Mask of Confusion. The targeted creature must succeed on a DC 16 Wisdom saving throw or be [Tooltip Not Found] for 1 min. It can repeat the saving throw at the end of each of its turn.
An affected creature can't take reactions and must roll a d10 at the start of its turn to determine its behaviour for that turn:
Roll of 1 - The creature uses all of its movement to move in a random direction determined by a d8 roll
Roll of 2-6 - The creature doesn't move or take actions or bonus actions this turn. But it does say something bizarre
Roll of 7-8 - The creature uses its action to make a melee attack against a creature in its reach. If there are none, it attacks itself.
Roll of 9-10 - The creature acts and moves normally. -
Mask of Seeming. Zahak, the Faceless turns one of its duplicates into a copy of one of the party members. Everyone must succeed a DC16 intelligence saving throw. Any party member that fails the throw can't tell the difference between the duplicate and the copied party member. Any attack against Zahak has a chance (based on the mirror image feature) to hit the party member.
The changes wrought by this ability fail to hold up to physical inspection. A creature can use its action to inspect a target and make a DC16 Intelligence (investigation) check. If it succeeds, it becomes aware that the target is the result of an illusion.
Once a party member has succeeded on his intelligence check, they no longer mistake the duplicate from the copied party member. -
Mask of Fear. The targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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Mask of Vitality Stealing. The targeted creature must succeed on a DC 16 Constitution saving throw of take 28 (8d6) necrotic damage on a failed save, or half as much damage on a successful one.
Zahak, the Faceless regains all of the Hit Points stolen this way. -
Mask of Synaptic Static . The targeted creature must succeed on a DC 16 Intelligence saving throw or take 28 (8d6) psychic damage on a failed save, or half as much damage on a successful one.
After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.
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Mask of Death. The targeted creature must succeed on a DC 16 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.
Mirror movement. Zahak, the Faceless can move one of its mirror images up to 30ft and carry out a melee attack. At the end of Zahak's turn, the duplicate disappears and returns in its vicinity.
Teleport. Zahak, the Faceless can teleport up to 60ft.
Shadow Stealth. While in dim light or darkness, the creature can take the Hide action as a bonus action.
Dark reflex. When hit by a melee attack, Zahak, the Faceless creates an area of magical darkness in a 15ft radius like the darkness spell.
Zahak, the Faceless can take 3 legendary actions. It can take only one legendary action at a time and only at the end of another creature’s turn. Zahak, the Faceless regains spent legendary actions at the start of its turn.
Many faces. (1 action) Zahak, the Faceless uses one ray of its choice.
Mirror image. (3 actions) Once all duplicates have been destroyed, Zahak, the Faceless recreates three duplicates
Teleport. (2 actions) Zahak, the Faceless can teleport up to 60ft.
Summon clone. (3 actions) Zahak, the Faceless creates a clone of a member of the party (level 4)
Lair and Lair Actions
Lair Actions
When fighting inside its lair, Zahak the Faceless can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), it can take one lair action to cause one of the following effects:
- Darkness. Zahak, the Faceless' creates an area of darkness, as in the darkness spell, in a 20-ft radius. It lasts 1 minute.
- Trap of the Void. A 20-foot-radius disk of darkness and silence appears on the ground. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded. The area is difficult terrain. Any creature that is in the area when it appears or starts its turn in the area must make a DC 16 dexterity saving throw or be grappled. A trapped creature takes 21 (6d6) psychic damage at the end of its turn.Escaping requires an action with a successful DC 16 Strength (Athletics) or Dexterity (Acrobatics) saving throw.
Zahak, the Faceless can’t repeat an effect until they have all been used, and it can’t use the same effect two rounds in a row.
Regional Effects
A region containing Zahak, the Faceless’ lair is warped by the creature’s unnatural presence, which creates one or more of the following effects:
- All light becomes dim, all colours seem to fade to grey
- Creatures within 1 mile of Zahak, the Faceless’ lair sometimes feel as if they’re being watched when they aren’t.
- Creatures within 500 feet of Zahak, the Faceless' lair randomly see an exact duplicate of him for a fraction of a second
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