Zuggtmoy

Large fiend (demon), Chaotic Evil

Armor Class

18 (natural armor)

Hit Points

304 (32d10+128)

Speed

walk 30 ft.

Saves

Dex +9, Con +11, Wis +11

Skills

Perception +11

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

23

Legendary Resistance (3/Day)

If Zuggtmoy fails a saving throw, she can choose to succeed instead.

Magic Resistance

Zuggtmoy has advantage on saving throws against spells and other magical effects.

Magic Weapons

Zuggtmoy's weapon attacks are magical.

Innate Spellcasting

Zuggtmoy's spellcasting ability is Charisma (spell save DC 22). She can innately cast the following spells, requiring no material components: • At will: detect magic, locate animals or plants, ray of sickness • 3/Day each: dispel magic, ensnaring strike, entangle, plant growth • 1/Day each: etherealness, teleport

Actions

Multiattack

Zuggtmoy makes three pseudopod attacks.

Pseudopod

Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage plus 9 (2d8) poison damage.

Infestation Spores (3/Day)

Zuggtmoy releases spores that burst out in a cloud that fills a 20-foot-radius sphere centered on her, and it lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 19 Constitution saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores of Zuggtmoy and also gains a random form of madness (determined by rolling on the Madness of Zuggtmoy table) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can't be reinfected, and it must repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature's body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it's a type of creature that can be (see the "Myconids" entry in the Monster Manual).

Mind Control Spores (Recharge 5-6)

Zuggtmoy releases spores that burst out in a cloud that fills a 20-foot-radius sphere centered on her, and it lingers for 1 minute. Humanoids and beasts in the cloud when it appears, or that enter it later, must make a DC 19 Wisdom saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the influence of Zuggtmoy for 24 hours. While infected in this way, the creature is charmed by her and can't be reinfected by these spores.

Legendary actions

Legendary Actions (2/Turn)

Zuggtmoy can take 2 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. Zuggtmoy regains spent legendary actions at the start of its turn.

Attack

Zuggtmoy makes one pseudopod attack.

Exert Will

One creature charmed by Zuggtmoy that she can see must use its reaction to move up to its speed as she directs or to make a weapon attack against a target that she designates.

Lair Actions

On Initiative count 20 (losing initiative ties), Zuggtmoy can take a lair action to cause one of the following effects: he can't use the same effect two rounds in a row: • Zuggtmoy causes four gas spore or violet fungus to appear in unoccupied spaces that she chooses within the lair. They vanish after 1 hour. • Up to four plant creatures that are friendly to Zuggtmoy and that Zuggtmoy can see can use their reactions to move up to their speed and make one weapon attack. • Zuggtmoy uses either her Infestation Spores or her Mind Control Spores, centered on a mushroom or other fungus within her lair, instead of on herself.

Regional Effects

The region containing Zuggtmoy's lair is warped by his magic, creating one or more of the following effects: • Molds and fungi grow on surfaces within 6 miles of the lair, even where they would normally find no purchase. • Plant life within 1 mile of the lair becomes infested with parasitic fungi, slowly mutating as it is overwhelmed. • If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 17 Wisdom saving throw or descend into a madness determined by the Madness of Zuggtmoy table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours. If Zuggtmoy dies, these effects fade over the course of 1d10 days.

Zuggtmoy

Large fiend (demon), Chaotic Evil

Armor Class

18 (natural armor)

Hit Points

304 (32d10 + 128)

Speed

walk 30 ft.

Saves

Dex +9, Con +11, Wis +11

Skills

Perception +11

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

23

Proficiency Bonus

+7

Legendary Resistance (3/Day)

If Zuggtmoy fails a saving throw, she can choose to succeed instead.

Magic Resistance

Zuggtmoy has advantage on saving throws against spells and other magical effects.

Actions

Multiattack

Zuggtmoy makes three Pseudopod attacks.

Pseudopod

Melee Weapon Attack: 4-13 to hit, reach 10 ft., one target. Hit: 15 (2d8 4- 6) force damage plus 9 (2d8) poison damage.

Spellcasting

Zuggtmoy casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 22): • At will: detect magic, locate animals or plants • 3/Day each: dispel magic, entangle, plant growth • 1/Day each: etherealness, teleport

Infestation Spores (3/Day) (Bonus Action)

Zuggtmoy releases spores that burst out in a cloud that fills a 20-foot-radius sphere centered on her, and it lingers for 1 minute. Any creature in the cloud when it appears, or that enters it later, must make a DC 19 Constitution saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores of Zuggtmoy, which lasts until the creature is cured of the disease or dies. While infected in this way, the creature can't be reinfected, and it must repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature's body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it's a type of creature that can be.

Mind Control Spores (Recharge 5–6) (Bonus Action)

Zuggtmoy releases spores that burst out in a cloud that fills a 20-foot-radius sphere centered on her, and it lingers for 1 minute. Humanoids and Beasts in the cloud when it appears, or that enter it later, must make a DC 19 Wisdom saving throw. On a successful save, a creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the influence of Zuggtmoy for 24 hours. While infected in this way, the creature is charmed by her and can't be reinfected by these spores.

Lair Actions

On Initiative count 20 (losing initiative ties), Zuggtmoy can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row: Rally Plants. Up to four plant creatures that are friendly to Zuggtmoy and that Zuggtmoy can see can use their reactions to move up to their speed and make one weapon attack. Summon Fungi. Zuggtmoy causes four gas spores or violet fungi to appear in unoccupied spaces that she chooses within the lair. They vanish after 1 hour. Unleash Spores. Zuggtmoy uses either her Infestation Spores or her Mind Control Spores, centered on a mushroom or other fungus within her lair, instead of on herself.

Legendary actions

Legendary Actions (3/Day)

Zuggtmoy 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. Zuggtmoy regains spent legendary actions at the start of its turn.

Attack

Zuggtmoy makes one Pseudopod attack.

Exert Will

One creature charmed by Zuggtmoy that she can see must use its reaction, if a available, to move up to its speed as she directs or to make one weapon attack against a target that she designates.