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.
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]
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.
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.
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.
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 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.







Comments