Huge Fiend, Chaotic Evil
Armor Class 20 Natural Armor
Hit Points 395 (32d12 + 160)
Speed 50 ft.
STR
28 (+9)
DEX
14 (+2)
CON
21 (+5)
INT
10 (+0)
WIS
16 (+3)
CHA
16 (+3)
Saving Throws STR +15, CON +11, WIS +9
Skills Intimidation +10, Perception +10
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Condition Immunities Charmed, Frightened, Stunned
Senses Darkvision 120, Tremorsense 60, Passive Perception 20
Languages Common, Infernal
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Nightclub Familiarity: Zeezi thrives in urban and indoor environments, particularly clubs or party venues. While in such an environment, she gains advantage on attack rolls and saving throws due to her intimate knowledge of the space.

Bassquake: The pounding bass of her favorite nightclubs reverberates through her kaiju form. Creatures within 60 ft. must succeed on a DC 19 Constitution saving throw or be dazed until the start of their next turn as the vibrations disorient them.

Predatory Frenzy: Whenever a creature is reduced to 50% HP or less within 30 ft., Zeezi gains a bonus action that can be used to make a Tail Swipe or Claw Attack against them.

Phase 2 Traits

Colossal Club Rampage. 
When Zeezi is reduced to 50% of her maximum hit points, Gains +2 AC, and 50 temporary hit points,  All melee attacks deal an additional 2d8 bludgeoning damage, Atomic Breath now recharges on 4–6 instead of 5–6.

Club Queen: In her lair or any nightclub-like environment, Zeezi can move through creatures’ spaces without provoking opportunity attacks, and she gains advantage on attack rolls against creatures prone or restrained.

Bassquake Overload: Creatures within 60 ft. must make a DC 20 Constitution save or take 2d6 psychic damage and be staggered (their movement is halved) until the start of their next turn.

Predatory Frenzy (Enhanced): Whenever a creature is reduced to 50% HP or less within 60 ft., Zeezi can use her bonus action to make two melee attacks (Tail Swipe or Claw Strike) against them instead of one

Actions

 

 

Multiattack: Zeezi makes three attacks: Tail Swipe, Claw Strike, or Atomic Breath.

Tail Swipe: Melee Attack: +14 to hit, reach 15 ft., one target. Hit: 28 (4d10 + 8) bludgeoning damage.

Claw Strike: Melee Attack: +14 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 8) slashing damage.

Atomic Breath (Recharge 5–6): 90-ft. line, 10-ft. wide. Each creature must make a DC 22 Dexterity save, taking 45 (10d8) fire on a failed save, or half as much on a success.

Gregarious Roar: Once per round, Zeezi can emit a deafening roar amplified by nightclub acoustics. All creatures within 30 ft. must make a DC 20 Wisdom saving throw or be frightened until the start of their next turn.

Phase 2 Action

Multiattack: Zeezi makes four attacks: Tail Swipe, Claw Strike, Atomic Breath, or Neon Shockwave (any combination).

Atomic Breath (Phase 2): 90-ft. line, 15-ft. wide. DC 23 Dexterity save for 55 (12d8) fire, half on success. Concentration checks against it are at disadvantage.

Neon Shockwave (Phase 2): DC 22 Dexterity save, 35 (8d8) lightning damage to all creatures within 30 ft. Targets take an additional 1d6 psychic damage as chaotic neon and music disorient them.

Legendary Actions

Zeezi can take 3 legendary actions (4 in demonic form) choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Zeezi regains spent legendary actions at the start of its turn.

 

  • Tail Sweep: Make a Tail Swipe attack.

  • Atomic Burst: Make an Atomic Breath attack (costs 2 actions).

  • Neon Shockwave (Costs 2): A burst of club lighting hits all creatures within 20 ft., DC 20 Dexterity save for 27 (6d8) lightning damage.

 

 

Lair and Lair Actions

Lair and Lair Actions

Zeezi’s lair is a massive, collapsed neon-lit nightclub now twisted into a ruin by her own size and fury. Glittering shattered glass, smashed tables, and tangled speakers form difficult terrain. Neon lights flicker unpredictably, music thunders through the wreckage, and every step she takes shakes the ground. Exposed electrical wiring arcs across puddles of spilled drinks and liquefied flooring, adding danger to any misstep.

Lair Actions (Initiative Count 20):

  • Collapsing Dance Floor: Choose a 10-ft. square. Creatures in that area must succeed on a DC 19 Dexterity saving throw or take 3d10 bludgeoning damage and be knocked prone. The area becomes difficult terrain until the end of the next round.

  • Electrified Speakers: Sparks from exposed wires and broken sound systems electrify the floor. All creatures within 15 ft. take 18 (4d8) lightning damage, DC 19 Dexterity save for half.

  • Falling Chandeliers & Props: Up to 1d4 large props or chandeliers collapse from the ceiling. Creatures in their path must succeed on a DC 19 Dexterity save or take 22 (4d10) bludgeoning damage.

Previous Versions

Name Date Modified Views Adds Version Actions
2/18/2026 10:19:13 PM
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DungeonDDive

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