| Mod | Save | ||
|---|---|---|---|
| STR | 24 | +7 | +7 |
| DEX | 15 | +2 | +2 |
| CON | 18 | +4 | +4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 20 | +5 | +5 |
| WIS | 19 | +4 | +4 |
| CHA | 26 | +8 | +8 |
Legendary Resistance (4/Day, or 5/Day in Lair). If Zuggtmoy fails a saving throw, she can choose to succeed instead.
Magic Resistance. Zuggtmoy has advantage on saving throws against spells and other magical effects.
Demonic Restoration. If Zuggtmoy dies outside the Abyss, her body dissolves into ichor, and she gains a new body instantly, reviving with all her Hit Points somewhere in the Abyss.
Multiattack. Zuggtmoy makes three Pseudopod attacks. It can replace one attack with a use of spellcasting to cast blight.
Pseudopod. Melee Weapon Attack: +13 to hit, reach 10 ft. or range 60ft. Hit: 18 (2d8 + 9) force damage plus 9 (2d8) poison damage.
Spellcasting. Zuggtmoy casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 23, +15 to hit with spell attacks):
At will: blight, fear, plant growth
1/Day Each: contagion, confusion (Level 5 version), charm monster
Infestation Spores (3/Day). Zuggtmoy releases spores in a 20-ft radius sphere that lasts 1 minute. Creatures in or entering the cloud must make DC 20 CON save. Success grants 24h immunity; failure infects with spores of Zuggtmoy until cured or death. Infected creatures can't be reinfected and must save at the end of each 24h. On success, infection ends. After 3 failed saves, creature dies and reanimates as a myconid spore servant if compatible.
Mind Control Spores (Recharge 5-6). Zuggtmoy releases spores in a 20-ft radius sphere that lasts 1 minute. Humanoids and beasts in or entering the cloud must make DC 20 WIS save or be infected with Influence of Zuggtmoy for 24h, becoming charmed. Success grants 24h immunity.
Protective Thrall. When Zuggtmoy is hit by an attack roll, one creature within 10 feet of her that is charmed by her is hit by the attack instead.
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, Zuggtmoy can expend a use to take one of the following actions. Zuggtmoy regains all expended uses at the start of each of her turns.
Exert Will: Up to four plant creatures that are friendly to Zuggtmoy and that Zuggtmoy can see can use their reactions to move up to their speed and make one weapon attack.
Summon Fungi (Recharge 3-4): Zuggtmoy causes four gas spore fungus or violet fungus to appear in unoccupied spaces that she chooses within 120 feet.
Unleash Spores. Zuggtmoy uses her Mind Control Spores centered on a mushroom or other fungus within 60 feet instead of on herself.
Lair and Lair Actions
The region containing Zuggtmoy's lair is altered by her presence, creating the following effects:
- While within 1 miles of Zuggtmoy's lair, any creature who finishes a long rest must succeed on a wisdom saving throw, or be infested by fungal spores. Any creature infected by fungal spores have disadvantage on all Wisdom (Medicine) and Wisdom (Survival) ability checks.
- Molds and fungi grow on surfaces within 1 miles of the lair, even where they would normally find no purchase.
If Zuggtmoy dies or moves her lair, these effects fade over the course of 1d10 days.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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2/11/2025 2:59:38 PM
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14
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1
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1.0
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Coming Soon
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Posted Feb 11, 2025This is my first attempt at bringing the Demon Lords up to date with the 2024 rules.
I'm not sure about one of the spells though. Blight feels right for damage and distance. The issue im having is with Contagion. I like it so it gives her options up close, but her bonus actions make her dangerous up close either way. I'm not sure if I should keep contagion, and go for a area of effect like Cloudkill, or remove it all together in favor of something flavorful like Teleport. Any suggestions?
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Posted Aug 21, 2025I appreciate the sheet, although I am not sure what the purpose of your change to Exert Will is from. It is a "buff" because it is potentially 4 attacks instead of 1, but specifying "plant creatures that are friendly to her" limits her power a lot. One of the scary things of her sheet was if that one of the player characters got infected now she could tell them to attack the other party members.
As a player, the idea that I can attack my friends is much scarier than: I get infected, then sit doing nothing for the rest on combat because I can't attack her.
I think the Blight is fine, I quite like it actually. Previously she could either attack or cast, but giving her a spell substitute is interesting, and a powerful one. It makes her more scary. I also like the addition of Fear and Confusion, specially Contagion. Very good choices. If I were to use this sheet, personally I would add back Detect Magic at will and Dispel Magic, maybe even add Spike Growth. If you still feel like Contagion is too much, maybe change it to Bestow Curse?
Etherealness and Teleport are her escape spells. I think I would at least keep Etherealness, because if the players have the resources or are smart they can still stop her.
Great work either way! Hope you make more updates