Medium Fiend
Armor Class 18
Hit Points 250 (140d8 + 250)
Speed
STR
20 (+5)
DEX
18 (+4)
CON
24 (+7)
INT
16 (+3)
WIS
14 (+2)
CHA
21 (+5)
Saving Throws STR +12, DEX +11, WIS +9, CHA +12
Senses Passive Perception 16
Languages --
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Innate Spellcasting

Ziggy’s innate spellcasting ability is Charisma (spell save DC 18). He can innately cast the following spells, requiring no material components:

  • At will: dimension door, detect thoughts, disguise self
  • 3/day each: hellish rebuke (4th level), counterspell (4th level), greater invisibility
  • 1/day each: fire storm, dominate person, plane shift (self only)

Magic Resistance

Ziggy has advantage on saving throws against spells and other magical effects.

Magic Weapons

Ziggy’s weapon attacks are magical.

Actions

Actions

Multiattack. Ziggy makes three attacks, choosing from his Fiendish Claws, Unholy Strike, or Wings of Despair if available.

Fiendish Claws. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 7 (2d6) fire damage.

Unholy Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 5) necrotic damage. The target must succeed on a DC 16 Constitution saving throw or be cursed with an infernal wound. While cursed, the target takes 10 (3d6) necrotic damage or half if they succeeded

Wings of Despair. Recharge 5-6. Ziggy beats his wings, creating a wave of infernal energy in a 30-foot cone. Each creature in that area must make a DC 16 Wisdom saving throw. On a failed save, a creature takes 22 (4d10) psychic damage and becomes frightened of Ziggy for 1 round. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Reactions

Exploit Weakness. When a creature within 5 feet of Ziggy misses him with a melee attack, Ziggy can make one Fiendish Claws attack against that creature

Legendary Actions

Legendary Actions

Ziggy 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. Ziggy regains spent legendary actions at the start of his turn.

Infernal Teleport. Ziggy magically teleports, along with any equipment he is wearing or carrying, up to 30 feet to an unoccupied space he can see.

Imposing Gaze. Ziggy targets one creature he can see within 30 feet of him. If the target can see him, it must succeed on a DC 16 Charisma saving throw or be stunned until the end of its next turn.

Despairing Presence (Costs 2 Actions). Ziggy’s dark aura flares with malice. Each creature of his choice within 15 feet of him must succeed on a DC 16 Wisdom saving throw or be paralyzed with despair until the end of its next turn.

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Mythic Actions

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

Saving Throws Str +10, Dex +9, Con +12, Wis +7, Cha +10
Skills Deception +10, Insight +7, Intimidation +10, Perception +7
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 120 ft., Passive Perception 17
Languages Common, Infernal, Telepathy 120 ft.
Challenge 14 (11,500 XP)
Proficiency Bonus +5

Lair and Lair Actions

Lair Actions

If the encounter takes place near Malganis's portal, Ziggy can call upon the energy of the portal once per round, on initiative count 20 (losing ties).

  • Infernal Rift. The ground splits open in a 10-foot-wide, 30-foot-long line within 60 feet of Ziggy. Each creature in that area must make a DC 16 Dexterity saving throw, taking (3d10) fire damage and (2d10) necrotic damage on a failed save, or half as much damage on a successful one.

  • Hellish Chains. Spectral chains burst from the ground, reaching for up to three creatures Ziggy can see within 60 feet. Each target must succeed on a DC 16 Strength saving throw or be restrained for 1 round. A restrained target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

  • Aura of Dread. Ziggy radiates an aura of terror. Each creature within 30 feet of him must succeed on a DC 16 Wisdom saving throw or become frightened for 1 round. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Previous Versions

Name Date Modified Views Adds Version Actions
10/27/2024 12:40:43 PM
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1
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Coming Soon
10/27/2024 2:13:00 PM
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1
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Coming Soon
Madmax381

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