Graz'zt

Mordenkainen Presents: Monsters of the Multiverse p. 148,

Size
Large
Type
fiend (demon)
Alignment
chaotic evil
AC
20 (natural armor)
Hit Points
346 (33d10+165)
Speed
walk 40 ft.
Saving Throws
Dex +9, Con +12, Wis +12
Skills
Deception +15, Perception +12, Persuasion +15
Resistances
cold, fire, lightning
Immunities
poison; bludgeoning, piercing, and slashing that is nonmagical
Condition Immunities
charmed, exhaustion, frightened, poisoned
Senses
truesight 120 ft.
Passive Perception
22
Languages
all, telepathy 120 ft.
Challenge
24
STR
22
+6
DEX
15
+2
CON
21
+5
INT
23
+6
WIS
21
+5
CHA
26
+8

Traits

Proficiency Bonus

+7

Legendary Resistance (3/Day)

If Graz'zt fails a saving throw, he can choose to succeed instead.

recharge

3/DAY

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.

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.

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.

Reactions

Negate Spell (Recharge 5-6)

Graz'zt tries to interrupt a spell he sees a creature casting within 60 feet of him. If the spell is 3rd level or lower, the spell fails and has no effect. If the spell is 4th level or higher, Graz'zt makes a Charisma check against a DC of 10 + the spell's level. On a success, the spell fails and has no effect.

recharge

D5

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.

recharge

3/DAY

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.

Spells

charm person, detect magic, dispel magic, darkness, dominate person, telekinesis, teleport, dominate monster, greater invisibility

Other data

description