Zagum

Chains of Asmodeus p. 210

Size
Medium
Type
fiend (devil)
Alignment
lawful evil
AC
19 (natural armor)
Hit Points
255 (30d8+120)
Speed
walk 30 ft.
Saving Throws
Int +12, Wis +13, Cha +14
Skills
Arcana +12, Deception +20, Insight +13, Intimidation +14, Performance +14, Persuasion +20
Resistances
cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Immunities
fire, poison, psychic
Condition Immunities
charmed, poisoned
Senses
darkvision 120 ft.
Passive Perception
17
Languages
Celestial, Common, Draconic, Infernal, telepathy 120 ft.
Challenge
20
STR
17
+3
DEX
16
+3
CON
18
+4
INT
22
+6
WIS
25
+7
CHA
27
+8

Traits

Proficiency Bonus

+6

Contractually Obligated

Zagum has advantage to hit creatures under an infernal contract and when he hits such creatures he delivers an additional 9 (2d8) damage of a type the target is most vulnerable to. A creature bound under an infernal contract also makes all saving throws against effects originating from Zagum with disadvantage.

Devil's Sight

Magical darkness doesn't impede Zagum's darkvision.

Magic Resistance

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

Actions

Multiattack

Zagum makes three attacks with Disarming Tongue or Oration.

Disarming Tongue

Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (3d4 + 3) slashing damage. A target hit by this attack has vulnerability to psychic damage until the start of their next turn.

Oration

Ranged Spell Attack: +14 to hit, range 60 ft., one target. Hit: 35 (6d8 + 8) psychic damage.

Legal Jargon (Recharge 4-6)

Zagum chooses a point he can see within 90 feet of him. All creatures within a 20-foot-radius sphere centered on that point must make a DC 22 Wisdom saving throw. Creatures that fail the save are confused for up to 1 minute and must roll a d10 at the start of each of their turns.

On a 1, a creature moves in a random direction then ends their turn. On a 2-6, a creature can't use actions this turn. On a 7-8, a creature must use their action to make a melee attack against a randomly determined creature within their reach that is not a Fiend. On a 9-10, a creature can move and act normally.

A confused creature may repeat the saving throw at the end of its turn, ending the effect on a success.

recharge

D4

Other data

description