Monster
Graz'zt
Outside your table’s allowed sources
Official reference · MPMM · 2014
- Creature type
- Fiend
- Size
- Large
- Armor class
- 20 (natural armor)
- Hit points
- 346 (33d10 + 165)
- Speed
- Walk 40 ft.
- Challenge rating
- 24
- Alignment
- Chaotic Evil
- Strength
- 22
- Dexterity
- 15
- Constitution
- 21
- Intelligence
- 23
- Wisdom
- 21
- Charisma
- 26
- Passive Perception
- 22
- Saving Throws
- dex: +9; con: +12; wis: +12
- Skills
- deception: +15; perception: +12; persuasion: +15
- Senses
- truesight 120 ft.
- Languages
- all, telepathy 120 ft.
- Resistances
- cold, fire, lightning
- Immunities
- poison, immune: bludgeoning, piercing, slashing; note: that is nonmagical; cond: True
- Condition Immunities
- charmed, exhaustion, frightened, poisoned
Traits
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.
Actions
Multiattack
Graz'zt makes two Wave of Sorrow attacks. He can replace one attack with a use of Spellcasting.
Wave of Sorrow (Greatsword)
Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) force damage plus 14 (4d6) acid damage.
Graz'zt teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.
Bonus actions
Change Shape
Graz'zt transforms into a form that resembles a Medium Humanoid or 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.
Reactions
Negate Spell (Recharge 5–6)
Graz'zt tries to interrupt a spell he sees a creature casting within 60 feet of him. If the spell is 3rd level or lower, the spell fails and has no effect. If the spell is 4th level or higher, Graz'zt makes a Charisma check against a DC of 10 + the spell's level. On a success, the spell fails and has no effect.
Legendary action uses: 3. The creature can use one option at the end of another creature’s turn and regains spent uses at the start of its turn.
Legendary actions
Abyssal Magic
Graz'zt uses Spellcasting or Teleport.
Graz'zt makes one Wave of Sorrow attack.
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.
Graz'zt casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 23):
At will: charm person, detect magic, dispel magic
3/day each: darkness, dominate person, telekinesis, teleport
1/day each: dominate monster, greater invisibility
Lair actions
On initiative count 20 (losing initiative ties), Graz'zt can take one of the following lair actions; he can't take the same lair action two rounds in a row:
- Command: 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.
- Conjure Mirrors: 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.
Regional effects
The region containing Graz'zt's lair is warped by his magic, creating one or more of the following effects:
- Agitated Beasts: Wild beasts within 6 miles of the lair break into frequent conflicts and coupling, mirroring the behavior that occurs during their mating seasons.
- Beguiling Realm: Within 6 miles of the lair, all Wisdom (Insight) checks have disadvantage, and all Charisma (Deception) and Charisma (Persuasion) checks have advantage.
- Mirrors Everywhere: 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 supernaturally mirrorlike.
If Graz'zt dies, these effects fade over the course of 1d10 days.