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 thoughpolished 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 behaviorthat 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 23Wisdom
saving throw or descend into a madnessdetermined by the Madness of Graz'zt table. Acreature that succeeds on this saving throw can' t beaffected by this regional effect again for 24 hours.If Graz'zt
dies, these effects fade over the course of
ldlO days.MADNESS OF GRAZ
1ZTIf 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 evilArmor Class 20 (natural armor)
Hit Points 346 (33d10 + 165)Speed 40 ft.
STR22 (+6)DEX15 (+2)CON21 (+5)INT23 (+6)Saving
Throws Dex +9. Con + 12 , Wis + 12
WIS21
(+5)Skills Deception +15, Insight +12, Perception +12,
Persuasion +15Damage Resistances cold, fire, lightningCHA26 (+8)Damage Immunities poison; bludgeoning, piercing,
andslashing that
is nonmagicalCondition
Immunities charmed, exhaustion, frightened,
poisonedSenses 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'ttransformed.
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
whispersMADNESS OF
GRAZ'ZTdlOO Flaw (lasts until cured)01-20 " Nothing is more important to me than admiringmy own reflection. Anyone who doesn't appreciatemy 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 substancesknows 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 mustprepare 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, teleport1 /day each: dominate
monster, greater invisibilityLegendary Resistance (3/Day). If Graz'zt fails a saving throw, hecan choose to succeed instead.Magic Resistance. Graz'zt has advantage
on saving throwsagainst
spells and other magical effects.Magic Weapons.
Graz'zt's weapon attacks are magical.ACTIONSMultiattack. 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 plus10 (3d6) acid damage.Teleport. Graz'zt magically teleports, along with any equipmenthe is wearing or carrying, up to 120 feet to an unoccupiedspace he can see.LEGENDARY ACTIONSGraz'zt can take 3 legendary
actions, choosing from the op·tions below. Only one legendary action option can
be used ata time and
only at the end of another creature's turn. Graz'ztregains
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 thatGraz'zt
can see must use its reaction to move up to its speedas
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