Out of the Abyss

(Jeff_L) #1

  • Plant life within 1 mile of the lair becomes in-
    fested with parasitic fungi, slowly mutating as it is
    overwhelmed.
    lf a humanoid spends at least 1 hour within 1 mile of
    the lair, that creature must succeed on a DC 17 Wis-
    dom saving throw or descend into a madness deter-
    mined by tht: Madness of Zuggtmoy table. A creature
    that succeeds on this saving throw can't be affected by
    this regional effect again for 24 hours.


lf Zuggtmoy dies, these effects fade over the course of
ldlO days.


MA DNESS o F ZuGGTMOY


If a creature goes mad in Zuggtmoy's lair or within line
of sight of the demon lord, ro ll on the Madness of Zug-
gtmoy table to determine the nature of the madness,


ZUGGTMOY
Large fiend (demon), chaotic evil

Armor Class 18 (natural armor)
Hit Points 304 (32d10 + 128)
Speed 30ft.


STR
22 (+6)

DEX
15 (+2)

CON
18 (+4)

INT
20 (+5)

Saving Throws Dex +9, Con +11, Wis +11
Skills Perception + 11
Damage Resistances cold, fire, lightning


WIS
19 (+ 4)

CHA
24 (+7)

Damage Immunities poison; bludgeoning, piercing, and
slashing that is nonmagical
Cond it ion Immunities charmed, exhaustion, frightened,
poisoned
Se nses truesight 120ft., passive Perception 21
Languages all, telepathy 120ft.
Challenge 23 (50,000 XP)


Innate Spellcasting. Zuggtmoy's spellcasting a b ility is Cha-
risma (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
3fday each: dispel magic, ensnaring strike, entangle, plant growth
1/ day each: etherealness, teleport


Legendary Resistance (3jDay). lfZuggtmoy fails a saving th row,
she can choose to succeed instead.


Magic Resistance. Zuggtmoy has advanta ge on saving throws
against spells and other magical e ffects.


Magic Weapons. Zuggtmoy's weapon attacks are magical.


A CT IONS


Multiattack. Zuggtmoy makes four pseudopod attacks.


Pseudopod. Melee Weapon Attack: + 13 to hit, reach 1 0ft., one
target. Hit: 15 (2d8 + 6) bludgeoning damage plus 9 (2d8) poi·
son damage.


Infestation Spores (3/Day). Zuggt moy releases spores that
burst out in a cloud that fills a 20-foot·radius sphere centered


which is a character flaw that lasts until cured. See the
Dungeon Master's Guide for more on madness.

MADNEss OF ZucGTMOY
d100 Flaw (lasts until cured)
01-20 "I see visions in the world around me that
otners do not."
21 - 40 "I periodically slip into a catatonic state, staring off
into t he distance for long stretches at a time."
41-60 "I see an altered version of reality, with my mind
convincing itself that things are true even in the
face of overwhe lming evidence to the contrary.''
61 - 80 "My mind is slipping away, and my intelligence
seems to wax and wane."
81 - 00 "I am constantly scratching at unseen fungal
infections."

on her, and it lingers for 1 minute. Any flesh-and-blood crea-
ture in the cloud when it appears, or that e nters 1t arer m ust
make a DC 19 Constitutio n saving throw. O n a s uccessful sa.e,
the creature can't be infected by these spores for 24 hours. O r
a failed save, the creature is infected with a d isease called th e
spores ofZuggtmoy and also gains a random form of madness
(determined by rolling on the Madness ofZuggtmoy table) that
lasts until the creature is cured of the disease or dies. While in-
fected 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 growfh, and after three such
failed saves, the creature dies and is reanima ted as a spore
servant if it's a type of creature that can b e (see the " Myconids"
entry in the Monster Manual).

Mind Control Spores (Recharge 5-6). Zuggt moy 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 app ears, or that ente r it later,
must make a DC 19 Wisdom saving throw. On a succe s sful
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 ofZuggtmoy for 24 hours. While infected,
the creature is charmed by her and can't be reinfected by
these spores.

REACTIONS
Protective Thrall. When Zuggtmoy is hit by an attack, o ne crea-
ture wit h in 5 fe et ofZuggt moy that is charmed by he r must use
its reaction to be h it by the attack instead.

LEGENDARY A CTIONS
Zuggtmoy can take 3 legendary actions, choosing from the op-
tions below. Only one le gendary action option can be used at a
time and only at the end of anothe r creatu re's t urn. Zuggtmoy
regains spent I egendary actions at the start of her turn.
Attack. Zuggtmoy makes one pseudopod attack.
Exert Will. One creature charmed by Zuggtmo y that she can
see must use its reaction to move up to its speed as she
d irects or to make a weapon attack against a target tha t she
designates.

APPEI'DTX D I DF.MON T.ORDS
249
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