Out of the Abyss

(Jeff_L) #1
REGIONAL EFFECTS
The region containing Graz'zt's lair is warped by ltis
magic. creating one or more of the following effecrs:


  • 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 conflicts and coupling. mirroring the behavior
    that occurs during their mating seasons.

  • If a humanoid spends at least 1 hour within 1 mile of
    the lair. that creature must succeed on a DC 23 Wis-
    dom saving throw or descend into a madness deter-
    mined 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
    l d l O days.


MADNESS OF GRAZ'ZT
If a creature goes mad in Graz'zt's lair or within line of
sight of the demon lord, roll on the Madness of Graz'zt

GRAZ'ZT
Lorge fiend (demon. shopechonger), chaotic evil

Armor Class 20 (natural armor)
Hit Points 378 (36d10 + 180)
Speed 40ft.. -

STR
22 (+6)

DEX
15 (+2)

CON
21 (+5)

INT
23 (+6)

WIS
21 <~51

CHA
26 (•8)

Saving Throws Dex +9, Con +12, Wis +12
Skills Bluff +15, Insight +12, Perception +12, Persuasion +15
Damage Resistances cold, fire, lightning
Damage Immunities poison; bludgeoning, p iercing, and
slashing that is non magical
Condition Immunities charmed, exhaustion, frightened,
poisoned
Senses truesight 120ft., passive Perception 22
Languages all, telepathy 120ft.
Challenge 24 (62,000 XP)

Shopechonger. Graz'zt can use his action to polymorph into a
form that resembles a Medium humanoid, or back into his true
form. As1de from his size, his statistics are the same in each
form. Any equipment he is wearing or carrying isn't transformed.

Innate Spe/lcosting. Graz'zt's spellcasting ability is Charisma
(spell save DC 23). He can innately cast the following spells,
requiring no material components:
At will: chorm person, crown of madness, detect magic, dispel
mogic, dissonant whispers
3/ day each: counterspe/1, darkness, dominate person, sonctuory,
telekinesis, teleport

table to determine the nature of the madness, which is
a character flaw that lasts until cured. Sec the Dungeon
Master's Guide for more on madness.

MADNESS O F GRAZ'ZT
dlOO Flaw (lasts until cured)
01-20 "There is nothing in the world more important
than me and my desires."
21-40 "Anyone who doesn't do exactly what I say doesn't
deserve to live."
41-60 "Mine is the path of redemption. Anyone who says
otherwise is intentionally misleading you."
61 - 80 "I will not rest until I have made someone else
mine, and doing so is more important to me than
my own life-or the lives of others."
81 - 90 "My own pleasure is of paramount importance.
Everything e lse, including social graces, is a tnv·
iality."
91-00 "Anything that can bring me happmess shou1d be
enjoyed immediately. There is no point to saving
anything pleasurable for later."

1jday each: dominate monster, greater inv1sibil1ty
Legendary Resistance (3fDoy). If Graz'zt fails a saving throw, he
can choose to succeed mstead.

Magic Resistance. Gru'zt has advantage on saving throws
against spells and other magical effects.

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

ACTIONS
Multiottodc. Graz'zt attacks twice with the Wave of Sorrow.

Wove of Sorrow (Creotsword). Melee Weapon Attack: +13 to hit,
reach 10 ft., one target. Hit: 20 (4d6 + 6) s lashing damage plus
14 (4 d6) acid damage.
Teleport. Graz'zt magically teleports, along with any equipment
he is wearing o r 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. G raz'zt
regains spent legendary actions at the start of his turn.

Attack. Graz'zt attacks once with the Wave of Sorrow.
Dance, My Puppet! 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 wh1spers.
Teleport. Graz'zt uses h1s Teleport action.
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