Zalgor has 7 spell slots
Glimpse of The Void - Zalgor Stares into the mind of creature and see its greatest fears and horror. That target must make a wisdom saving throw of 17. On a fail that creature now sees their party members as these fears and will use its turn to attack them. At the end of their turn they may make another save to see if they break free. This is a concentration spell
Howling Echo - Zalgor screams a scathing howl that assaults the minds of those before you. Each creature in a 15-feet near him. Each creature takes 2d6 psychic damage, or half that damage with a successful Wisdom saving throw 17. A creature damaged by this spell can’t take reactions until the start of its next turn.
Withering Touch - Make a lashing attack. On a hit, the target takes 2d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt.
Action Name.
Action Melee Attack.
Lashing Bite - +4 to hit - One of Zalgors smallers mouths reaches out (15 ft). This quick bite does 1D8 piercing damage.
Grasping Bite - +6 to hit - Zalgor reach’s out (5ft) with his Toothy maw and chops down on a target. Bite does 2D6 + 4 piercing damage. Creature must make a contested strength save or be trapped in his jaws. On the top of that creatures turn, they may make their action to break free, contesting strength save .
Devour- If a creature is caught in Zalgor’s jaws from a previous attack. He may devour said creature. Creature will take 2D8 acid damage. They have a movement speed of zero and a constrained.
Void Breath - Zalgor shots out a cone 60ft cone of void energy, black goo lookin shit. Those caught in it make a Dexterity saving throw of 17. 6D4 damage or half on saved throw. Recharges on a 5 or 6 on a D6 on top of his turn.
Vitality of The Void - Zalgor may heal him self as the rift pulses energy from his realm. 2D12 + 8.
Reaction Name.
Eye of the Void - If a creature misses an attack against Zalgor, they must make a Wisdom saving throw 16. If they fail, the soulless black void of eyes they see, cause them to be frighted until the end of their next turn.
Counter Spell -
Legendary Action 4 points total
1 point. One Lashing or Bite attack
2 points. Tentacle attack (either)
3 points. Nullifying cone - Zalgor releases blasting cone 60 foot cone. All caught in it must make a Constitution saving throw 17 or all magical items lose their properties till the top of Zolgars next turn.
2 points Spell Attack
Zalgor has 3 legendary resistances
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
At the end of Zalgors turn, 2 tentacles spawn on the map (DM or player choosing)
Tentacles at the top of his turn.
Tentacle Slam - +2 to hit - 1D8 of bludgeoning damage
or
Suction Cup - +4 to hit - if creature is struck by this attack, they must make a strength save of 16 or be restrained. They may make an attempt at the beginning of their turn (16 again) or remain restrained.
Lair and Lair Actions
At the top of the round the rift pulses with energy. Everyone on the map make a strength saving throw of 15. If they fail the pulse knocks them prone. If they are with in 10 feet of the rift and fail they are partially pulled into the void instant 3D6 necrotic damage or potential damage armor or weapon.