Graz'zt

Large fiend (demon, shapechanger), Chaotic Evil

Armor Class

20 (natural armor)

Hit Points

346 (33d10+165)

Speed

walk 40 ft.

Saves

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, slashing from nonmagical attacks

Condition Immunities

charmed, exhaustion, frightened, poisoned

Senses

truesight 120 ft.

Languages

all, telepathy 120 ft.

Challenge

24

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.

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.

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

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

Legendary Actions (4/Turn)

Graz'zt can take 4 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.

Teleport

Graz'zt uses his Teleport action.

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: • Graz'zt casts the command spell on every creature of his choice in the lair. He needn't see each one, but he must be aware that an individual is in the lair to target that creature. He issues the same command to all the targets. • Smooth surfaces within the lair become as reflective as a polished mirror. Until a different lair action is used, creatures within the lair have disadvantage on Dexterity (Stealth) checks made to hide.

Regional Effects

The region containing Graz'zt's lair is warped by his magic, creating one or more of the following effects: • Flat surfaces within 1 mile of the lair that are made of stone or metal become highly reflective, as though polished to a shine. These surfaces become supernaturally mirrorlike. • Wild beasts within 6 miles of the lair break into frequent conflicts and coupling, mirroring the behavior that occurs during their mating seasons. • If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 23 Wisdom saving throw or descend into a madness determined by the Madness of Graz'zt table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours. If Graz'zt dies, these effects fade over the course of 1d10 days.

Graz'zt

Large fiend (demon), Chaotic Evil

Armor Class

20 (natural armor)

Hit Points

346 (33d10 + 165)

Speed

walk 40 ft.

Saves

Dex +9, Con +12, Wis +12

Skills

Deception +15, Perception +12, Persuasion +15

Damage Resistances

cold, fire, lightning

Damage Immunities

poison; bludgeoning, piercing, and slashing that is nonmagical

Condition Immunities

charmed, exhaustion, frightened, poisoned

Senses

truesight 120 ft.

Languages

all, telepathy 120 ft.

Challenge

24

Proficiency Bonus

+7

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.

Actions

Multiattack

Graz'zt makes two Wave of Sorrow attacks. He can replace one attack with a use of Spellcasting.

Wave of Sorrow (Greatsword)

Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) force damage plus 14 (4d6) acid damage.

Spellcasting

Graz'zt casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 23): • At will: charm person, detect magic, dispel magic • 3/Day each: darkness, dominate person, telekinesis, teleport • 1/Day each: dominate monster, greater invisibility

Teleport

Graz'zt teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.

Change Shape (Bonus Action)

Graz'zt transforms 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.

Lair Actions

On initiative count 20 (losing initiative ties), Graz'zt can take one of the following lair actions; he can't take the same lair action two rounds in a row: Command: Graz'zt casts the command spell on every creature of his choice in the lair. He needn't see each one, but he must be aware that an individual is in the lair to target that creature. He issues the same command to all the targets. Conjure Mirrors: Smooth surfaces within the lair become as reflective as a polished mirror. Until a different lair action is used, creatures within the lair have disadvantage on Dexterity (Stealth) checks made to hide.

Legendary actions

Legendary Actions (3/Day)

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.

Abyssal Magic

Graz'zt uses Spellcasting or Teleport.

Attack

Graz'zt makes one Wave of Sorrow attack.

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.