20 (natural armor)
346 (33d10+165)
walk 40 ft.
Dex +9, Con +12, Wis +12
Deception +15, Insight +12, Perception +12, Persuasion +15
cold, fire, lightning
poison; bludgeoning, piercing, slashing from nonmagical attacks
charmed, exhaustion, frightened, poisoned
truesight 120 ft.
all, telepathy 120 ft.
24
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.
If Graz'zt fails a saving throw, he can choose to succeed instead.
Graz'zt has advantage on saving throws against spells and other magical effects.
Graz'zt's weapon attacks are magical.
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
Graz'zt attacks twice with Wave of Sorrow.
Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) slashing damage plus 10 (3d6) acid damage.
Graz'zt magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.
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.
Graz'zt attacks once with Wave of Sorrow.
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.
Graz'zt casts crown of madness or dissonant whispers.
Graz'zt uses his Teleport action.
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.
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.
20 (natural armor)
346 (33d10 + 165)
walk 40 ft.
Dex +9, Con +12, Wis +12
Deception +15, Perception +12, Persuasion +15
cold, fire, lightning
poison; bludgeoning, piercing, and slashing that is nonmagical
charmed, exhaustion, frightened, poisoned
truesight 120 ft.
all, telepathy 120 ft.
24
+7
If Graz'zt fails a saving throw, he can choose to succeed instead.
Graz'zt has advantage on saving throws against spells and other magical effects.
Graz'zt makes two Wave of Sorrow attacks. He can replace one attack with a use of Spellcasting.
Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) force damage plus 14 (4d6) acid damage.
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
Graz'zt teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.
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.
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.
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.
Graz'zt uses Spellcasting or Teleport.
Graz'zt makes one Wave of Sorrow attack.
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.