Huge swarm of Large fiends, Typically Chaotic Evil
Armor Class 19 (natural armor)
Hit Points 275 (24d12 + 113)
Speed 60 ft., fly 120 ft.
STR
24 (+7)
DEX
20 (+5)
CON
24 (+7)
INT
19 (+4)
WIS
22 (+6)
CHA
25 (+7)
Saving Throws CON +16, WIS +15, CHA +16
Skills Arcana +15, Perception +11, Religion +22
Damage Resistances Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Incapacitated
Senses Truesight 120 ft., Passive Perception 21
Languages All, Telepathy 120 ft.
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Angelic Weapons. Zyzamahn's weapon attacks are magical. When he hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack).

Divine Awareness. Zyzamahn knows if it hears a lie.

Innate Spellcasting. Zyzamahn's spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material components:

At will: detect evil and good, invisibility (self only)

3/day each: blade barrier, dispel evil and good, flame strike, raise dead

1/day each: commune, control weather, insect plague

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

Toon Force.  Zyzamahn can roll whenever he is attacked. On a DC5 Constitution saving throw, he can bounce any damage to his opponents.

Actions

Multiattack. Zyzamahn makes two melee attacks.

Greatsword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage plus 22 (5d8) radiant damage.

Healing Touch (4/Day). Zyzamahn touches another creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Zyzamahn's Speed. Once per battle, Zyzamahn can move up to 200ft during any turn in a round of combat.

Zyzamahn's Fist. Zyzamahn uses his gauntlet as a melee attack, allowing him knowledge of what his opponents are capable of. He learns that characters stats, spell list, items, and actions.

Zyzamahn's Trident. Zyzamahn deals 5d6 damage on a successful hit. To avoid this, the target must roll a DC15 dexterity save.

 

Legendary Actions

Timeless, the Trident of Zyzamahn. Zyzamahn can take 3 turns to do as he pleases.

Zyzamahn's Toon Force. Zyzamahn can cause a shenanigan to occur. (Refer to shenanigan table)

(Each of these legendary actions can be used once per battle)

Mythic Actions

Zyzamahn's Final Stand. As Zyzamahn's hit points reach 0, he gets back on his feet and fights with the rest of his might, as he returns to 125 hit points.

Monster Tags: DevilAngelTitanShapechangerhumanoidAbominations

TheBardOfMinos

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