Armor Class
17
Spectral
Hit Points
120
(9d8 + 18)
Speed
25 ft.
STR
10
(+0)
DEX
12
(+1)
CON
16
(+3)
INT
13
(+1)
WIS
14
(+2)
CHA
12
(+1)
Saving Throws
CON +7, INT +5, WIS +6
Damage Resistances
Cold, Necrotic
Damage Immunities
Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities
Charmed, Exhaustion, Frightened, Grappled, Prone, Restrained
Senses
Darkvision 120 ft., Passive Perception 14
Languages
Dwarvish, Undercommon
Challenge
11 (7,200 XP)
Proficiency Bonus
+4
Traits
Actions
Multiattack: The priest makes two melee attacks with its staff or one spell attack.
🧠 Soul Echo (Recharge 5–6)
Zal’goroth summons a ghostly echo of a PC’s signature attack or spell—fully mimicked, using their stats and effects (e.g., Gareth’s Eldritch Blast with push).
🧿 Possession (Recharge 6)
Target within 30 ft must succeed DC 16 Charisma save or be possessed for 1 minute.
Zal’goroth controls movement and bonus actions. Save again at end of each turn.
🕯 Wail of the Forgotten (1/encounter)
All creatures within 60 ft make DC 15 Wisdom save or are stunned until the end of their next turn and forget something meaningful (RP).
Spellcasting (DC 16, +8 to hit)
Zal’goroth is a 10th-level spellcaster. INT is his casting stat.
- Cantrips: Chill Touch, Minor Illusion, Toll the Dead
- 1st (3): Mage Armor,Shield,Command
- 2nd (2):Mirror Image,Hold Person
- 3rd (2):Counterspell,Dispel Magic
- 4th (2):spell]Phantasmal Killer[/spell]
- 5th (1):Wall of Force
Legendary Actions
Legendary Actions (2 per round)
- Echo Step: Teleport 15 ft and leave a 1-HP shadow clone for 1 round
- Soul Tether: Force target to make DC 15 Wis save or take half Zal’goroth’s damage for 1 round
- Memory Burn: DC 14 Int save or target has disadvantage on next spell/ability check
Lair and Lair Actions
🧭 Lair Actions (1/round on 20 initiative)
- Memory Pulse: DC 15 Wis save or take 1d10 psychic and forget a detail or lose access to 1 spell next round
- Echo of the Fallen: Summons a shadow echo of any dead PC/NPC. Makes one attack/spell then vanishes
- Withering Spiral: 10-ft radius burst deals 2d6 cold + 2d6 necrotic (Dex save DC 15 half); targets cannot regain HP until next turn
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