GRAZ
1
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 de-
sire, 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 him-
self 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 de-
bauchery to subjugate others through blackmail, addic-
tion, 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 radi-
ates 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 mor-
tals 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.
CHAPTER 6 I BESTIARY
LAIR ACTIONS
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.
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