Legendary Resistance (5/Day). If Zataz fails a saving throw, he can choose to succeed instead.
Discorporation. When Zataz drops to 0 hit points or dies, his body is destroyed but his essence travels back to his demiplane, and he is unable to take physical form for a time.
Divine Form. As a demigod, Zataz is immune to effects that would alter his form, unless the magic originates from himself or another deity of equal or stronger power.
Regeneration. If Zataz has at least 1 hit point, he regains 30 hit points at the start of his turn.
Spellcasting. Zataz is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 27, +19 to hit with spell attacks). Zataz has the following wizard spells prepared:
Cantrips (17th-level) (at will): frostbite, mage hand, ray of frost
1st level (at will): magic missile, shield, thunderwave
2nd level (at will): darkness, hold person, melf's acid arrow
3rd level (at will): counterspell, dispel magic, fireball, thunder step
4th level (4 slots): banishment, blight, ice storm, storm sphere
5th level (4 slots): cloudkill, cone of cold, hold monster, telekinesis
6th level (4 slots): chain lightning, disintegrate, mental prison
7th level (4 slots): finger of death, power word pain, prismatic spray
8th level (3 slots): feeblemind, maze
9th level (3 slots): meteor swarm
Innate Spellcasting. Zataz’s innate spellcasting ability is Charisma (spell save DC 25, +17 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: inflict wounds, plane shift (self only, teleport, word of radiance (17th-level)
3/day each: dispel evil and good, divine word, earthquake, harm,
Paralyzing Touch. Melee Spell Attack: +19 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage, and the target must succeed on a DC 20 Constitution saving throw or be paralyzed 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.
Bolt. Ranged Spell Attack: +16 to hit, range 600 ft., one target. Hit: 24 (7d6) damage of one of the following types (Zataz’s choice): acid, cold, fire, force, lightning, radiant, or thunder.
Celestial Fist. Melee Spell Attack: +19 to hit, reach 10 ft., one target. Hit: 31 (6d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be stunned until the end of the Zataz’s next turn.
Zataz has 4 legendary reactions, which he can use when the triggering effect takes place.
Greater Defensive Push. If an adjacent creature's attack against Zataz misses, he can as a legendary reaction, force the attacking creature to make a DC18 Strength saving throw, being pushed up to 80ft on a failed save.
Return Missile. If a ranged weapon attack against Zataz misses by 5 or more, he can as a legendary reaction, return the launched missile against the attacker. Zataz makes a spell attack roll (+19). On a hit, the weapon deals its damage die plus Zataz's spellcasting modifier (+10).
Suscept Mind. If Zataz succeeds on a saving throw forced by another creature, he can, as a legendary reaction, force that creature to make a DC18 Intelligence saving throw, suffering disadvantage on the next saving throw they make until the end of this creature’s next turn on a failed save.
Warp Egress. If another creature enters for the first time on their turn a space adjacent to Zataz, he can as a legendary reaction force that creature to make a DC16 Dexterity saving throw, falling prone on a failed save.
Zataz can take 5 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. Zataz regains spent legendary actions at the start of his turn.
At-Will Spell. Zataz casts one of his at-will spells.
Melee Attack. Zataz uses Paralyzing Touch or makes one bolt attack.
Frightening Gaze (Costs 2 Actions). Zataz fixes his gaze on one creature he can see within 10 feet of him. The target must succeed on a DC 20 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends on it, the target is immune to Zataz's gaze for the next 24 hours.
Levelled Spell (Costs 2 Actions). Zataz casts one of his levelled spells.
Disrupt Life (Costs 3 Actions). Each creature within 20 feet of Zataz must make a DC 20 Constitution saving throw against this magic, taking 42 (12d6) necrotic damage on a failed save, or half as much damage on a successful one.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), Zataz can take a lair action to cause one of the following magical effects; Zataz can’t use the same effect two rounds in a row:
- Zataz rolls a d6 and regains a spell slot of the dice roll + 3. If he has no spent spell slots of that level or lower, nothing happens.
- Zataz targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers Zataz to the target. Whenever Zataz takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, Zataz takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until Zataz or the target is no longer in Zataz’s lair.
- Zataz causes skeletal arms to rise from an area on the ground in a 20-foot square that he can see. They last until the next initiative count 20. Each creature in that area when the arms appear must succeed on a DC 23 Strength saving throw or be restrained until the arms disappear or until Zataz releases their grasp (no action required).
- Zataz’s voice booms throughout the lair. His utterance causes one creature of his choice to be subjected to power word kill (save DC 23). Zataz needn’t see the creature, but he must be aware that the individual is in the lair.