Magic Resistance. Zaproughly has advantage on saving throws against spells and other magical effects.
Zaproughest Zaps the Roughest. Zaproughly adds +20 lightning damage plus +15 necrotic damage plus +10 radiant damage to any and all spells he casts that deals damage. If casting a spell that's damage is halved on a successful save these additions must be added after the damage is halved.
Zaproughly Zaps Most Thoroughly. Zaproughest completely ignores all damage resistance and immunity. As a bonus action Zaproughly can attempt to give a target vulnerability to lightning damage by attempting to curse them. The target must succeed a dc 27 constitution saving throw where on a success the curse has no effect. Zaproughest cannot try to curse the same target twice.
Short Sharp Zap. If Zaproughest brings a target down to 0 hit points using lightning damage the target must succeed a dc 27 constitution saving throw or the target dies.
Zaproughly Zapforms Zappily. When Zaproughly is reduced to 50 hit points he gains 300 hit points and becomes a mixture of human and lightning elemental with charred skin emitting bolts of lightning. In this form any melee attack that hits him causes the attacker that to take 26 (8d6) lightning damage. A miss will result in the attacker taking 12(4d6) lightning damage..
Zaproughly Zapforms Roughly. When Zaproughly is reduced to 0 hit points after he Zapforms Zappestly he gains 500 hit points and becomes a badly burning tortured old man screaming in pain. Zaproughest becomes vulnerable to all damage, has disadvantage on spell/melee attacks and automatically fails all saving throws. He can no longer cast spells that require slots. He can use legendary actions but not lair actions in this form.
Fully Zapomatic. As an action on his turn Zaproughest can cast 2 lightning bolts simultaneously .
Legendary Resistance (5/Day). If Zaproughly fails a saving throw, he can choose to succeed instead.
Spellcasting. Zaproughly is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 27, +19 to hit with spell attacks). Zaproughest has spells he can cast innately as well as spells that require slots.
- Innate
At will; Lightning Bolt, invisibility, mirror image
5/day each;blade barrier, chain lightning, counterspell, freedom of movement,
3/day each;power word kill,
1/day each; foresight, time stop, true polymorph
- Slots
Zaproughest has the following spells prepared:
Cantrips (at will): ray of frost, chill touch, mage hand, prestidigitation, shocking grasp
1st level (5 slots): detect magic, shield, chromatic orb
2nd level (5 slots): detect thoughts, misty step
3rd level (5 slots): counterspell, fly, dispel magic, animate dead
4th level (4 slots): banishment, storm sphere, polymorph
5th level (4 slots): cone of cold, scrying, wall of force
6th level (3 slot): globe of invulnerability, circle of death
7th level (3 slot): prismatic spray, finger of death
8th level (2 slot): dominate monster, feeblemind
9th level (2 slot): shapechange, prismatic wall
Zaproughly's Zace. Melee or Ranged Weapon Attack: +19 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 26(6d8) necrotic damage plus 40 (10d8) lightning damage plus (6d8) radiant damage and must succeed a dc 20 consitution saving throw or become paralysed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Zaproughly's Zace Races. Zaproughly turns his Zace into a hostile flying Mace. The flying Zace created has the stats of the flying sword monster with the following changes. Zaproughly's flying mace has the damage output, effects and bonus to hit of his zace. It can now take 3 attacks it's ac is increased to 22 and it's hit points are increased to 150.
Counterzap This You Cow! If a caster successfully counterspells a spell cast by Zaproughest he can cast a lightning bolt spell at the/an ally of the caster.
Zaproughest 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. Zaproughly regains spent legendary actions at the start of his turn.
Zaproughly's Classic Zap. Zaproughly casts the Lightning Bolt spell.
Zap Zap Zap (Costs 2 Actions). Zaproughly casts a spell of 5th level or lower. He can also cast chain lightning with this action.
Zap Zap Zap Zap Zap (Costs 3 Actions). Zaproughly casts a spell of 6th level or higher.
Zap conquers all (Costs 5 Actions). Zaproughly evokes a lightning bolt powerful enough to challenge the creators of the universe. Each creature of his choice he can see within 300ft must make a DC 27 Dexterity saving throw, taking 100 (22d6+23) lightning damage plus 80 (18d6+17) necrotic damage plus 60 (14d6+11) radiant damage on a failed save, or half as much damage on a successful one.
If a target takes more than 230 damage from this they become deafened for 1 minute. If they take more than 240 they become blinded for 1d4 rounds. If they take more than 250 they become unconscious for 1d4 rounds. Each of these effects have no cure short of a wish spell.
Description
Zaproughly was a powerful spellcasting mage who died and became a lich and was then true resurrected. He has been able to combine parts of his lichdom and the power of the divine making him Zaproughest! However he is now truly literally overpowered as in this form neither his soul nor body will be able to survive for longer than a few hours. If he's going out he's taking everyone else with him.
If Zaproughest decides to shape change he'd most likely shape change into an ancient blue dragon. He cannot use any of the dragons legendary actions nor his legendary actions other than Zap Conquers All.
Lair and Lair Actions
Zaproughest;s new lair is a fortress like demi-plane filled with guard and wards, prismatic walls, hundreds of followers from Zap-angels to Zapish Zombies, Zap elementals, flying swords, hundreds of traps, dead ends AND dozens of blue dragons.
Zaproughest Is an overpowered kill death army in the shape of an old man. Not a hard enough fight? Here you go.
Lair Actions.
Zaproughest Starts Toughly. At the top of initiative in the first round of combat the Zap conquers all legendary action is automatically triggered without costing Zaproughest his legendary actions for that round.
Zapkill. At the top of initiative in the second round of combat thick black clouds surround a point chosen by Zaproughest in a circle with a radius of 1 mile and a height off the floor of 100 ft. If a creature moves into or begins it's turn in the clouds they must make a dc 27 constitution saving throw taking 49 (14d6) poison damage on a failed save, or half as much damage on a successful one. A creature with darkvision can't see through this fog, and nonmagical light can't illuminate it. The clouds cannot be dispelled by anything short of a control weather spell.
Zapologies for the delay. At the top of the initiative in the third round of combat Zaproughest attempts to interfere with the neurons in their nervous systemd. Each creature Zaproughly chooses that he can see within 300ft must make a dc 27 wisdom saving throw with disadvantage where on a success nothing happens.
On a failure the affected target’s speed is halved, it takes a −5 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn. This effect lasts 1d4+1 rounds and only a 9th level dispel magic can end this effect early.
Zappointment with destiny. Zaproughest's arcane force is beginning to fork and arc out randomly. At the top of the initiative in the fourth round of combat Zaproughest screams a psychic wave of pain and pure magic that effects every intelligent being within 1 mile including any of zaps allies that aren't constructs. Everyone in this range with hit points equal to a specific number or lower must make a random dc 27 saving throw. Zaproughest rolls a d100+50 to determine what hit point value this is. Each target under this value of hit points must roll a d6 to determine what kind of saving throws they must make.
- The lowest bonus of the target
- Dexterity
- Intelligence
- Wisdom
- Charisma
- The highest bonus of the target
On a failure the target dies instantly and their heads explode. On a success the target takes 35 (10d6) psychic damage and 28 (8d6) lightning damage .
Zaproughest ends roughly. At the top of each initiative in every round of combat from the fifth onward (before he zapforms roughly) the Zap conquers all legendary action is automatically triggered without costing Zaproughest his legendary actions for that round. When he uses this lair action he now takes a d6 of damage. The next one he'll take 2d6 and then 3d6 and so on until the fight ends or until he zapforms roughly.







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