THE SHARED REFERENCE Adventurer

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.

Devil's Sight

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.

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