Graz'zt
Mordenkainen's Tome of Foes p. 149,
- Tamaño
- Grande
- Tipo
- fiend (demon, shapechanger)
- Alineamiento
- caótico malvado
- CA
- 20 (natural armor)
- Puntos de golpe
- 346 (33d10+165)
- Velocidad
- walk 40 ft.
- Salvaciones
- Dex +9, Con +12, Wis +12
- Habilidades
- Deception +15, Insight +12, Perception +12, Persuasion +15
- Resistencias
- cold, fire, lightning
- Inmunidades
- poison; bludgeoning, piercing, slashing from nonmagical attacks
- Inmunidad a estados
- charmed, exhaustion, frightened, poisoned
- Sentidos
- truesight 120 ft.
- Percepción pasiva
- 22
- Idiomas
- all, telepathy 120 ft.
- Desafío
- 24
Rasgos
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.
recharge
3/DAY
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
Acciones
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.
Acciones legendarias
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.
recharge
4/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.
Regional Effect: Madness of Graz'zt
If a creature goes mad in Graz'zt's lair or within line of sight of the demon lord, roll on the Madness of Graz'zt table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master's Guide for more on madness.
Madness of Graz'zt:
| d100 | Flaw (lasts until cured) |
|---|---|
| 01-20 | "There is nothing in the world more important than me and my desires." |
| 21-40 | "Anyone who doesn't do exactly what I say doesn't deserve to live." |
| 41-60 | "Mine is the path of redemption. Anyone who says otherwise is intentionally misleading you." |
| 61-80 | "I will not rest until I have made someone else mine, and doing so is more important to me than my own life—or the lives of others." |
| 81-90 | "My own pleasure is of paramount importance. Everything else, including social graces, is a triviality." |
| 91-00 | "Anything that can bring me happiness should be enjoyed immediately. There is no point to saving anything pleasurable for later." |
Lair Actions Categoría: lair
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 Categoría: lair
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.
Conjuros
charm person, crown of madness, detect magic, dispel magic, dissonant whispers, counterspell, darkness, dominate person, sanctuary, telekinesis, teleport, dominate monster, greater invisibility
Otros datos
description
Graz'zt. The appearance of the Dark Prince is a warning that not all beautiful things are good. Standing nearly nine feet tall, Graz'zt strikes the perfect figure of untamed desire, every plane and curve of his body, every glance of his burning eyes, promising a mixture of pleasure and pain. A subtle wrongness pervades his beauty, from the cruel cast of his features to the six fingers on each hand and six toes on each foot. Graz'zt can also transform himself at will, appearing in any humanoid form that pleases him, or his onlookers, all equally tempting in their own ways.
Graz'zt surrounds himself with the finest of things and the most attractive of servants, and he adorns himself in silks and leathers both striking and disturbing in their workmanship. His lair, and those of his cultists, are pleasure palaces where nothing is forbidden, save moderation or kindness.
The dark Prince of Pleasure considers restriction the only sin, and takes what he wants. Cults devoted to him are secret societies of indulgence, often using their debauchery to subjugate others through blackmail, addiction, and manipulation. They frequently wear alabaster masks with ecstatic expressions and ostentatious dress and body ornamentation to their secret assignations.
Although he prefers charm and subtle manipulation, Graz'zt is capable of terrible violence when provoked. He wields the greatsword Angdrelve, also called Wave of Sorrow, its wavy, razor-edged blade dripping acid at his command.
Graz'zt's Lair: Graz'zt's principal lair is his Argent Palace, a grandiose structure in the city of Zelatar, found within his Abyssal domain of Azzatar. Graz'zt's maddening influence radiates outward in a tangible ripple, warping reality around him. Given enough time in a single location, Graz'zt can twist it with his madness. Graz'zt's lair is a den of ostentation and hedonism. It is adorned with finery and decorations so decadent that even the wealthiest of mortals would blush at the excess. Within Graz'zt's lairs, followers, thralls, and subjects alike are forced to slake Graz'zt's thirst for pageantry and pleasure.