From Mordenkainen's Tome of Foes, page 149.
Graz'zt | |||||||||||||||||||
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Large fiend (demon, shapechanger), chaotic evil | |||||||||||||||||||
Armor Class: 20 (natural armor) Hit Points: 346 (33d10 + 165) Speed: 40 ft. | |||||||||||||||||||
STR 22 (+6) |
DEX 15 (+2) |
CON 21 (+5) |
INT 23 (+6) |
WIS 21 (+5) |
CHA 26 (+8) | ||||||||||||||
Saving Throws: Dex +9, Con +12, Wis +12 Skills: Deception +15, Insight +12, Perception +12, Persuasion +15 Damage Resistances: cold, fire, lightning Damage Immunities: poison; bludgeoning, piercing, and slashing from nonmagical attacks Condition Immunities: charmed, exhaustion, frightened, poisoned Senses: truesight 120 ft., passive Perception 22 Languages: all, telepathy 120 ft. Challenge Rating: 24 (62,000 XP) | |||||||||||||||||||
Innate Spellcasting. Graz'zt's spellcasting ability is Charisma (spell save DC 23). He can innately cast the following spells, requiring no material components: At will: Charm Person, Crown of Madness, Detect Magic, Dispel Magic, Dissonant Whispers 3/day each: Counterspell, Darkness, Dominate Person, Sanctuary, Telekinesis, Teleport 1/day each: Dominate Monster, Greater Invisibility Legendary Resistance (3/Day). If Graz'zt fails a saving throw, he can choose to succeed instead. Magic Resistance. Graz'zt has advantage on saving throws against spells and other magical effects. Magic Weapons. Graz'zt's weapon attacks are magical. Shapechanger. Graz'zt can use his action to polymorph into a form that resembles a Medium humanoid, or back into his true form. Aside from his size, his statistics are the same in each form. Any equipment he is wearing or carrying isn't transformed. | |||||||||||||||||||
Actions | |||||||||||||||||||
Multiattack. Graz'zt attacks twice with Wave of Sorrow. Wave of Sorrow (Greatsword). Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) slashing damage plus 10 (3d6) acid damage. Teleport. Graz'zt magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see. | |||||||||||||||||||
Legendary Actions | |||||||||||||||||||
Graz'zt can take 3 legendary actions, 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. Graz'zt regains spent legendary actions at the start of its turn. Attack. Graz'zt attacks once with Wave of Sorrow. Dance, My Puppet. One creature charmed by Graz'zt that Graz'zt can see must use its reaction to move up to its speed as Graz'zt directs. Sow Discord. Graz'zt casts Crown of Madness or Dissonant Whispers. | |||||||||||||||||||
Lair Actions | |||||||||||||||||||
On Initiative count 20 (losing initiative ties), Graz'zt can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:
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Regional Effects | |||||||||||||||||||
The region containing Graz'zt's lair is warped by his magic, creating one or more of the following effects:
If Graz'zt dies, these effects fade over the course of 1d10 days. | |||||||||||||||||||
Madness of Graz'zt | |||||||||||||||||||
If a creature goes mad in Graz'zt's lair or within line of sight of the demon lord, roll on the Madness of Graz'zt table to determine the nature of the madness, which is a character flaw that lasts until cured.
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