Graz'zt | Monster | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

Remove these ads. Join the Worldbuilders Guild

Graz'zt CR: 24

Large fiend (demon,shapechanger), chaotic evil
Armor Class: 20 (natural armour)
Hit Points: 346 (33d10 + 165)
Speed: 40 ft

STR

22 +6

DEX

15 +2

CON

21 +5

INT

23 +6

WIS

21 +5

CHA

26 +8

Saving Throws: Dex +9, Con +12, Wis +12
Skills: Deception +15, Insight +12, Perception +12, Persuasion +15
Damage Resistances: Cold, Fire, Lightning
Damage Immunities: Poison; Bludgeoning, Piercing, and Slashing from nonmagical attacks.
Condition Immunities: Charmed, Exhaustion, Frightened, Poisoned
Senses: Truesight 120 ft.
Languages: All, Telepathy 120 ft.
Challenge Rating: 24

Innate Spellcasting. Graz'zt's spellcasting ability is Charisma (spell save DC 23). Demogorgon can innately cast the following spells, requiring no material components:

At will: Charm Person, Crown of Madness, Detect Magic, Dispel Magic, Dissonant Whispers

1/day: Dominate Monster, Greater Invisibility

3/day: Counterspell, Darkness, Dominate Person, Sanctuary, Telekinesis, Teleport


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 Actions

Graz'zt can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Graz'zt regains spent legendary actions at the start of his turn.   Attacks. Graz'zt attacks once with Wave of Sorrow.   Dance, My Puppet! One creature charmed by Graz'zt that Graz'zt can see must use it's reaction to move up to it's speed as Graz'zt directs.   Sow Discord. Graz'zt casts crown of madness or dissonant whispers.   Teleport. Graz'zt uses his teleport action.

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.

Graz'zt's mere presence in a plane other than his own bends it to his shape. His lair is the fane of this change, often it is where he was summoned or where he stays for extended time, his energies pooling around him.

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 behaviour 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.


Created by

Noble 7.

Statblock Type

Monster

Link/Embed