Huge Fiend, Lawful Evil
Armor Class 21 Natural Armor
Hit Points 534 (63d12 + 297)
Speed 40 ft., fly 40 ft., climb 40 ft., swim 40 ft.
STR
26 (+8)
DEX
30 (+10)
CON
27 (+8)
INT
30 (+10)
WIS
30 (+10)
CHA
26 (+8)
Saving Throws DEX +17, INT +17, WIS +17
Skills Perception +15, Religion +20
Damage Resistances Cold, Force
Damage Immunities Acid, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 150 feet, Passive Perception 25
Languages All, Telepathy 200 feet
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Innate Spellcasting.  Zag'Thuk's innate spellcasting ability is Intelligence (spell save DC 20).  It can innately cast the following spells, requiring no material components:

At will: detect magic, major image

3/day: dispel magic, dominate beast, fear, telekinesis

1/day: feeble mind, project image, teleport

Legendary Resistance (3/day).  If Zag'Thuk fails a saving throw, it can choose to succeed instead.

Magic Resistance.  Zag'Thuk has advantage on saving throws against spells and other magical effects.

Magic Weapons.  Zag'Thuk's weapon attacks are magical.

Undetectable.  Zag'Thuk cannot be targeted by divination magic, perceived through magical scrying sensors, or detected by abilities that sense demons or fiends.

Kin of the Shaggrin.  Zag'Thuk gains 3d12 extra hit points for each Shaggrin that is present.

Quilled Body.  Zag'Thuk's body is covered with spines.  Any creature that lands a melee attack on it must succeed on a DC 18 Constitution saving throw, or take 1d12 piercing damage.

Actions

Multiattack.  Zag'Thuk makes three attacks; one with its flame beam and two with its claws.

Claws.  Melee Weapon Attack: +15 to hit, reach 10 feet, one target.  Hit: 25 (5d6+6) slashing damage.

Bite.  Melee Weapon Attack: +15 to hit, reach 10 feet, one target.  Hit: 35 (6d6+7) piercing damage.

Flame Beam.  Ranged Weapon Attack: +15 to hit, range 75/300 feet, one target.  Hit: 32 (6d6+4) fire damage.

Quill Fling.  Zag'Thuk fires off its quills everywhere within a 30 foot radius.  Any creatures caught in the blast must succeed on a DC 20 Dexterity saving throw, taking 3d8 piercing damage and becoming poisoned for 1 minute on a failed save.  The save can be repeated each turn until the effect ends.

 

Legendary Actions

Zag'Thuk can take 3 legendary actions, choosing from the options below.  Only 1 action option can be used at a time, and only at the end of another creatures turn.  Zag'Thuk regains all of his actions at the beginning of his turn.

Tail.  Melee Weapon Attack: +15 to hit, reach 10 feet, one target.  Hit: 26 (4d6+4) bludgeoning damage.

Explosive Residue (Costs 2 Actions).  If any of the creatures that are currently fighting Zag'Thuk have been hit by his Flame Beam, the residue left behind detonates, dealing 4d12 fire damage to afflicted creatures.

Description

Zag'Thuk is the lord and father of the Shaggrin, having sacrificed a part of his essence for their survival.  His new form is a mere piece of what he once was.  He appears as a hulking lizard, with massive talons and sharp spines running down his length.  His long, muscular neck ends with a viper-like head, with retractable fangs lodged within his skull.  The most impressive part of his visage are his colossal wings, which span 100 feet and are covered in hardened quills.

Lair and Lair Actions

Zag'Thuk's lair lies within its own plane, known as the Brink.  The Brink was created when Zag'Thuk sacrificed half of his essence to save the Shaggrin, and as such became bound to a new realm.  The Brink is an area made up of both the Abyss and the Material Plane, where Zag'Thuk sleeps protected by his most devout servants.  The layer itself is simply known as the Primordial Nest, a sprawling pit made up of unknown species of plants.  Scattered throughout are naturally grown structures, within which live the families of Zag'Thuk's holy warriors.  The center is a raised platform of entwining vines and roots, at the center of which resides the nest of Zag'Thuk, where he lays the eggs that hatch his new Shaggrin guardians.

The challenge rating of Zag'Thuk is 24 when he is encountered in his layer.

Layer Actions

On initiative count 20 (losing initiative ties), Zag'Thuk can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:

  • Zag'Thuk roars, causing 1d10 eggs in his nest to hatch into fully grown Shaggrin Servant of Zag'Thuks.  
  • Zag'Thruk chooses one humanoid, and turns it into a Shaggrin Servant of Zag'Thuk.  This copy becomes destroyed on the next initiative count of 20.  (This ability can only be used once).
  • Zag'Thruk lets out a primal roar across time.  Each creature present that is not a Shaggrin must succeed on a DC 22 Wisdom saving throw, or take 5d10 force damage, and become Paralyzed for 1 minute.

Regional Effects

The Brink is warped by the magic containing it, seeing as it was not naturally conceived.  The magic creates one or more of the following effects.

  • Creatures within 1 mile of Zag'Thuk with a wisdom score below 18 begin to think that they are aging backwards, slowly becoming younger.  After 12 hours of exposure, they actually begin to age backwards, causing them to lose proficiency in everything and making their ability scores drop by 2 every hour; their hit points drop by 75 every hour.  If they reach 0 hit points, or if 3 or more of their abilities drop to 0, then they cease to exist.
  • The Brink is constantly changing, making it nearly impossible to navigate.  
  • If any intelligent creature spends more than 1 hour in any square mile of the brink, then they must succeed on a DC 23 Wisdom saving throw, going mad on a failed save (see madness of Zag'Thuk).  A creature that succeeds on the save cannot be effected by the madness for another 24 hours.

If Zag'Thuk dies, these effects disappear over 1d6 days, and the Brink collapses in on itself and is destroyed permanently the next day.

Madness of Zag'Thuk

If a creature goes mad within Zag'Thuk's layer or within the demon lord's line of sight, roll on the following table to determine the nature of the madness, which is a character flaw until cured.

Roll on a d100.

01-20: "I secretly believe in the legends surrounding Zag'Thuk...I plan on killing my friends in order to ascend to a higher existence within the Brink."

21-40: "There is no life and death, only existence.  Before birth, we merely exist.  In life, we live.  In death, we go insane."

41-60: "My bearing on reality is falling apart.  Every night, I no longer have dreams, but visions of the Brink...I somehow think it will tie into my death."

61-80: "I am prone to violence, some much so that I have a need to consume the flesh of my comrades."

81-100: "I feel that I am the answer to the existence of the Brink, the Shaggrin, and Zag'Thuk.  The Brink is merely a warning from the gods of our universe."

Gay_For_Thrawn420

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