Huge Fiend (Devil), Lawful Evil
Armor Class 18 Natural
Hit Points 189 (18d10 + 90)
Speed 40 ft.
STR
24 (+7)
DEX
20 (+5)
CON
20 (+5)
INT
20 (+5)
WIS
20 (+5)
CHA
22 (+6)
Saving Throws STR +13, DEX +11, INT +11, WIS +11, CHA +12
Skills Deception +13, Intimidation +13, Perception +13, Persuasion +13
Damage Resistances Cold, Necrotic
Damage Immunities Bludgeoning, Piercing, and Slashing from Mundane Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified
Senses Truesight 120 ft, Passive Perception 23
Languages All Telepathy 120 ft All, Telepathy 120 ft
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Traits

Dread: Any creature, other than a devil, that starts its turn within 10 feet of Zarzathak must succeed on a DC 22 Wisdom saving throw or be Frightened of him until the start of its next turn. A creature succeeds on this saving throw automatically if Zarzathak wishes it or if he is incapacitated.

 

Legendary Resistance (3/Day). If Zarzathak fails a saving throw, he can choose to succeed instead.

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

 

Regeneration. Zarzathak regains 20 hit points at the start of his turn. If he takes cold or radiant damage, This trait doesn't function at the start of his next turn. Zarzathak dies only if he starts his turn with 0 hit points and doesn't regenerate.

Trait Name. Enter the description for your special trait.

Spellcasting. The [monster name] is a #-level spellcaster. Its spellcasting ability is [ability score] (spell save DC #, +# to hit with spell attacks). The [monster name] has following [class name] spells prepared:
Cantrips (at will): [spell name], [spell name]
1st level (# slots): [spell name], [spell name]

Actions
 Multiattack. Zarzathak makes 3 Great Axe attacks.

Great Axe. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) force damage plus 9 (2d8) necrotic damage.

Summon Minions. Three times per day Zarzathak can summon lesser devils to fight alongside him, he knows all of their names and has full control of them, they are aware of this. They act on their own to assist Zarzathak, once summoned roll them into the initiative order. The devils summoned are not loyal to Zarzathak and will report his location upon return to Hell. 

This summons the following devils:

2x chain Devils

2x imps

Spellcasting. Zarzathak casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 21):

At will: Alter Self (can become Medium and lasts until dismissed), Charm Person, Detect Magic, Invisibility, Major Image

3/day each: Dispel Magic, Suggestion, Wall of Fire, Greater Invisibility

1/day: Dominate Monster

Teleport. Zarzathak teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.

Bonus Actions

Hoofed Kick. Zarzathak can kick an enemy within 10 feet dealing  11 (1d6+7 ) magical bludgeoning damage and pushing a large or smaller creature back 5 feet

Defensive Stance. Zarzathak can take a defensive stance giving himself an additional 2 to his armor class.

 

Reactions

Spellcasting. Zarzathak can cast a spell in leu of an opportunity attack

Teleport. Following 3 attacks taken against himself, Zarzathak can opt to use his teleport feature 

Command. Following the completion of damage being dealt in a full action to Zarzathak can command one of his minions within 60 feet to use an opportunity attack on an adjacent foe within 5 feet.

Legendary Actions

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

Fiendish Magic. Zarzathak uses Spellcasting or Teleport.

Summon Minions. Zarzathak uses summon minions, if both Chain Devils are both still alive he cannot use this ability, however he can command them to attack as a reaction.

Attack (Costs 2 Actions). Zarzathal makes one Great Axe attack.

Mythic Actions

Mythic Action Name. 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

Zarzathak is a Huge Devil, with ghostly pale white skin and black hair standing 16 feet tall. While fighting in the blood wars his intentions to overthrow Mammon were discovered and he had setup to have him betrayed by his loyal Pit fiends. Although Zarzathak escaped with his life he was captured by Orcus and imprisoned in the Abyss where he was tortured for nearly a century. Zarzathak has been banished from the nine hells and is a known betrayer by a campaign run by Mammon.

When Zarzathak Summons other Devils he know they will report his location to the other Devils and quickly relocates to another location on Toril, if possible he will imprison the summoned Devils so they cannot report any information, however if a single one dies he will simply kill the remainder and relocate.

Zarzathak has made deals with powerful fey in a means to hide his location and capture to hold Devils hindering their power so they cannot end their own lives. He has obtained a magic item called Baba Yaga's Tiny prison. 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Monster Tags: Devil

TheWildDerrito

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