Monster
Zagum
Outside your table’s allowed sources
Official reference · CoA · 2014
- Creature type
- Fiend
- Size
- Medium
- Armor class
- 19 (natural armor)
- Hit points
- 255 (30d8 + 120)
- Speed
- Walk 30 ft.
- Challenge rating
- 20
- Alignment
- Lawful Evil
- Strength
- 17
- Dexterity
- 16
- Constitution
- 18
- Intelligence
- 22
- Wisdom
- 25
- Charisma
- 27
- Passive Perception
- 17
- Saving Throws
- int: +12; wis: +13; cha: +14
- Skills
- arcana: +12; deception: +20; insight: +13; intimidation: +14; performance: +14; persuasion: +20
- Senses
- darkvision 120 ft.
- Languages
- Celestial, Common, Draconic, Infernal, telepathy 120 ft.
- Resistances
- cold, resist: bludgeoning, piercing, slashing; note: from nonmagical attacks that aren't silvered; cond: True
- Immunities
- fire, poison, psychic
- Condition Immunities
- charmed, poisoned
Traits
Contractually Obligated
Zagum has advantage to hit creatures under an infernal contract and when he hits such creatures he delivers an additional 9 (2d8) damage of a type the target is most vulnerable to. A creature bound under an infernal contract also makes all saving throws against effects originating from Zagum with disadvantage.
Magical darkness doesn't impede Zagum's darkvision.
Magic Resistance
Zagum has advantage on saving throws against spells and other magical effects.
Actions
Multiattack
Zagum makes three attacks with Disarming Tongue or Oration.
Disarming Tongue
Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (3d4 + 3) slashing damage. A target hit by this attack has vulnerability to psychic damage until the start of their next turn.
Oration
Ranged Spell Attack: +14 to hit, range 60 ft., one target. Hit: 35 (6d8 + 8) psychic damage.
Legal Jargon (Recharge 4–6)
Zagum chooses a point he can see within 90 feet of him. All creatures within a 20-foot-radius sphere centered on that point must make a DC 22 Wisdom saving throw. Creatures that fail the save are confused for up to 1 minute and must roll a d10 at the start of each of their turns.
On a 1, a creature moves in a random direction then ends their turn. On a 2-6, a creature can't use actions this turn. On a 7-8, a creature must use their action to make a melee attack against a randomly determined creature within their reach that is not a Fiend. On a 9-10, a creature can move and act normally.
A confused creature may repeat the saving throw at the end of its turn, ending the effect on a success.