Pain Giver. If Zahhack scores a critical hit, she rolls damage dice four times, instead of twice.
Fiery Weapons. Zahhack's weapon attacks are magical. When she hits with any weapon, the weapon deals an extra 44 (10d8) extra damage (included in the weapon attacks below), the extra damage is of any type Zahhack wants.
Innate Spellcasting. Zahhack's spellcasting ability is Charisma (spell save DC 27). Zahhack can innately cast the following spells, requiring no material components:
3/day each: Divine Word, Teleport.
10/day each: Imprisonment, Plane Shift.
Special At Will: Antipathy/Sympathy, Bane, Calm Emotions, Charm Monster, Command, Compulsion, Confusion, Crown of Madness, Dissonant Whispers, Dominate Monster, Enemies Abound, Enthrall, Feeblemind, Flesh to Stone, Geas, Hold Monster, Mass Suggestion, Modify Memory, Power Word Pain, Power Word Stun, Suggestion, Synaptic Static and Tashas Hideous Laughter as if they were cast as a 9th level spell without holding concentration.
At will: Alter Self(can become Medium when changing her appearance), Cloudkill, Cone of Cold, Fireball Lightning Bolt, Prestidigitation, Silence(doesn't effect Zahhack she can still be heard if she so chooses, and can use verbal components for spell casting), Thaumaturgy, Telekinesis(Zahhack doesn't need to hold Concentration on this spell), Vitriolic Sphere, all spells are cast as if at 9th level.
Legendary Resistance (9/Day). If Zahhack fails a saving throw, she can choose to succeed instead.
Limited Magic Immunity. Unless she wishes to be affected, Zahhack is immune to spells of 6th level or lower. She has advantage on saving throws against all other spells and magical effects.
Regeneration. If Zahhack has at least 1 hit point, she regains 80 hit points at the start of her turn.
Multiattack. Zahhack can use her Frightful Presence, or Captivating Presence. She then makes four weapon attacks.
Chain Whip. Melee Weapon Attack: +24 to hit, reach 30 ft., one target. Hit: 26(4d6 + 14) slashing damage plus 44 (10d8) damage of Zahhacks choice, and the target must succeed on a DC 27 Strength saving throw or be pulled up to 25 feet toward Zahhack.
Teleport. Zahhack magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see.
Frightful Presence. Each creature of Zahhack's choice that is within 240 feet of her and aware of her must succeed on a DC 27 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Captivating Presence. Each Creature of Zahhack's choice that is within 240 feet of her and aware of her must succeed on a DC 27 Wisdom Saving Throw or Become Charmed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Bone Sword. Melee Weapon Attack: +24 to hit, reach 30 ft., one target. Hit: 36 (4d8 + 14) slashing damage plus 44 (10d8) additional damage of Zahhack's choice.
Zahhack can take 5 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. Zahhack regains spent legendary actions at the start of her turn.
Spell (Costs 2 Actions). Zahhack Casts one of her Innate spells.
Teleport. Zahhack uses her Teleport action.
Attack. Zahhack makes two attacks with Either her Bone Sword or Chain Whip.
Description
Zahhack, Goddess of Domination and all things in the sphere, she is one of the most ambitious Divines, wishing for domination over the Material plane, all of them. The Mistress of the Chain has many Champions, Greatest of all Trajan of Endless Forms. the Goddess While on the Material plane she is limited as she can only appear as an Avatar of herself. Zahhack was one of the first of the Deities who awakened when the Universe was born, and after unknown eons of plotting she plans to come to the Materiel Plane in her full Divine Glory.
Previous Versions
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