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REGIONAL EFFECTS


The region contai
ning Graz'zt's lair is warped by his


magic, creati
ng 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 supernat-

urally mirrorlike.


  • Wild beasts
    within 6 miles of the lair break into fre-


quent conflic
ts and coupling, mirroring the behavior

that occurs
during their mating seasons.


  • If a humanoid spends at least 1 hour withi n 1 mil
    e


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


ldlO days.

MADNESS OF GRAZ


1

ZT

If a creature goes mad in Graz'zt's lair or withi
n line of


s ight of
the demon lord, roll on the Madness of Graz'zt


table to
determine the nature of the madness, which is


a characte
r flaw that lasts until cured. See the Dungeon


Master's Guide for more on madness.


GRAZ'ZT


Large fiend (demon, shapechanger), chaotic evil

Armor Class 20 (natural armor)


Hit Points 346 (33d10 + 165)

Speed 40 ft.


STR

22 (+6)

DEX

15 (+2)

CON

21 (+5)

INT

23 (+6)

Saving
Throws Dex +9. Con + 12 , Wis + 12


WIS

21
(+5)

Skills Deception +15, Insight +12, Perception +12,


Persuasion +15

Damage Resistances cold, fire, lightning

CHA

26 (+8)

Damage Immunities poison; bludgeoning, piercing,
and

slashing that
is nonmagical

Condition
Immunities charmed, exhaustion, frightened,


poisoned

Senses truesight 120 ft., passive
Perception 22


Languages all, telepathy 120
ft.


Challenge 24 (62,000
XP)


Shapechanger.
Graz'zt can use his action to polymorph into


a form that resembles a Me dium humanoid, o r 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.


Innate Spel/casting. 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

MADNESS OF
GRAZ'ZT

dlOO Flaw (lasts until cured)

01-20 " Nothing is more important to me than admiring

my own reflection. Anyone who doesn't appreciate

my beauty is a
fool."

21 - 40 "Sex is a great
solution to all of life's problems.

Why doesn't anyone else get this?"

41 - 60 "My appetite for delicious, pleasurable substances

knows no bounds. I'll do anything to get more."

61-80 " Rumors spread easily, and I know many of them.

Who cares if they
're true?"

81-90 "To properly honor my dark, beautiful lord, I must

prepare intricate, debauched rituals."

91 - 00 "Anyone who doesn't do exactly what I say de·

serves no happiness."

3/day each: counterspell, darkness, dominate person, sanctuary,

telekinesis, teleport

1 /day each: dominate
monster, greater invisibility

Legendary Resistance (3/Day). If Graz'zt fails a saving throw, he

can choose to succeed instead.

Magic Resistance. Graz'zt has advantage
on saving throws

against
spells and other magical effects.

Magic Weapons.
Graz'zt's weapon attacks are magical.

ACTIONS

Multiattack. Graz'zt attacks twice with Wave
of Sorrow.

Wave of Sorrow (Creatsword). 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.

LEGENDARY ACTIONS

Graz'zt can take 3 legendary
actions, choosing from the op·

tions below. Only one legendary action option 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 his turn.

Attack. Graz'zt attacks
once with Wave of Sorrow.

Dance, My Pu
ppet! 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 disso·

nant whispers.

Teleport. Graz'zt uses his Teleport action.

CHAPTER 6 I BESTIARY
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