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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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