THE SHARED REFERENCE Adventurer

Monster

Graz'zt

Outside your table’s allowed sources

Official reference · MTF · 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; insight: +12; 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

Shapechanger

Graz'zt can use his action to polymorph 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.

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 (Greatsword)

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 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

Attack

Graz'zt attacks once with 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 dissonant whispers.

Teleport

Graz'zt uses his Teleport action.

Innate Spellcasting

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

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

1/day each: dominate monster, greater invisibility

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.

Regional effects

The region containing Graz'zt's lair is warped by his magic, creating 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 supernaturally mirrorlike.
  • Wild beasts within 6 miles of the lair break into frequent 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 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 1d10 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 table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master's Guide for more on madness.

Madness of Graz'zt

d100Flaw (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 else, including social graces, is a triviality."
91–00"Anything that can bring me happiness should be enjoyed immediately. There is no point to saving anything pleasurable for later."

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