Large Fiend (Demon), Chaotic Evil
AC 20 Natural Armor    Initiative +9 (19)
HP 346 (33d10 + 165)
Speed 40 ft.
Mod Save
STR 22 +6 +6
DEX 15 +2 +2
CON 21 +5 +5
Mod Save
INT 23 +6 +6
WIS 21 +5 +5
CHA 26 +8 +8
Skills Deception +15, Perception +12, Persuasion +15
Resistances Cold, Fire, Lightning
Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 120 ft.; Passive Perception 22
Languages All, Telepathy 120 ft.
CR 24 (XP 62,000, or 75,000 in lair; PB +7)
Traits

Legendary Resistance (4/Day, or 5/Day in Lair). If Graz'zt fails a saving throw, he can choose to succeed instead.

Magic Resistance. Graz'zt has advantage on saving throws against spells and other magical effects.

Demonic Restoration. If Graz'zt dies outside the Abyss, his body dissolves into ichor, and he gains a new body instantly, reviving with all his Hit Points somewhere in the Abyss.

Actions

Multiattack. Graz'zt makes three Wave of Sorrow attacks. He can replace one attack with a use of Spellcasting.

Wave of Sorrow (Greatsword). Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) force damage plus 14 (4d6) acid damage.

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

Spellcasting. Graz'zt casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 23, +13 to hit with spell attacks):

At will. Charm person, detect magic, dispel magic, telekinesis, Darkness

1/day. Dominate monster, Teleport, Greater Invisibility

 

Bonus Actions

Change Shape. Graz'zt transforms into a form that resembles a Medium Humanoid or back into his true form. Aside from his size, his statistics are the same in each form. Any equipment he is wearing or carrying isn't transformed.

Reactions

Negate Spell (Recharge 5-6). When a creature within 60 feet casts a spell, Graz’zt can attempt to disrupt it. If the spell is 3rd level or lower, it automatically fails and has no effect. If it is 4th level or higher, Graz’zt makes a Charisma check (DC 10 + the spell’s level); on a success, the spell fails and has no effect.

Legendary Actions

Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, Graz'zt  can expend a use to take one of the following actions. Graz'zt regains all expended uses at the start of each of her turns.

Abyssal Magic. Graz'zt uses Spellcasting or Teleport.

Blade Dance. Graz'zt moves up to half his speed without provoking opportunity attacks and makes one Wave of Sorrow attack.

Dance, My Puppet! One creature charmed by Graz'zt that Graz'zt can see must use its reaction to move up to its speed as Graz'zt directs.

Description

The appearance of this demon lord is a warning that not all that is beautiful is good. Every plane and curve of his nine-foot-tall body, every glance of his burning eyes, promises a mixture of pleasure and pain. Graz'zt can transform himself at will, appearing in any humanlike form that pleases him or his onlookers, all equally tempting in their own ways. In every form, though, a subtle wrongness pervades his beauty, from the cruel cast of his features to the six fingers on each hand and six toes on each foot.

Graz'zt surrounds himself with the finest of things and the most attractive of servants, and he adorns himself in silks and leathers both striking and disturbing in their workmanship. His lair and those of his cultists are pleasure palaces where nothing is forbidden save moderation and kindness.

Cults devoted to him are secret societies of indulgence, often using their debauchery to subjugate others through blackmail, addiction, and manipulation. They wear alabaster masks with ecstatic expressions and ostentatious dress and body ornamentation to their secret assignations.

Although he prefers charm and subtle manipulation, Graz'zt is capable of terrible violence when provoked. He wields the greatsword Angdrelve, also called Wave of Sorrow, whose wavy, razor-edged blade drips acid at his command.

Lair and Lair Actions

Graz'zt's principal lair is his Argent Palace, a grandiose structure in the city of Zelatar, found within his abyssal domain of Azzatar. Graz'zt's demonic influence radiates outward in a tangible ripple, warping reality around him. Given enough time in a single location, Graz'zt can twist it with his power.

Graz'zt's lair is a den of ostentation and hedonism. It is adorned with finery and decorations so decadent that even the wealthiest of mortals would blush at the excess. Within Graz'zt's lairs, devotees and subjects alike are forced to slake Graz'zt's thirst for pageantry.

Regional Effects. The region containing Graz'zt's lair is warped by his magic, creating one or more of the following effects:

Beguiling Realm. Within 1 miles of the lair, all Wisdom (Insight) checks have disadvantage, and all Charisma (Deception) and Charisma (Persuasion) checks have advantage.

Agitated Beasts. Wild beasts within 1 miles of the lair break into frequent conflicts and coupling, mirroring the behavior that occurs during their mating seasons.

Monster Tags: Demon Lord

Habitat: Planar (Abyss)

Treasure:  Armaments

Baedroch

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