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

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Graz'zt in Azzatar CR: 28

Large fiend (demon,shapechanger), chaotic evil
Armor Class: 20 (natural armour)
Hit Points: 407 (39d10 + 193)
Speed: 40 ft

STR

22 +6

DEX

15 +2

CON

21 +5

INT

23 +6

WIS

21 +5

CHA

26 +8

Saving Throws: Dex +10, Con +13, Wis +13
Skills: Deception +16, Insight +13, Perception +13, Persuasion +16
Damage Resistances: Cold, Fire, Lightning
Damage Immunities: Poison; Bludgeoning, Piercing, and Slashing from nonmagical attacks.
Condition Immunities: Charmed, Exhaustion, Frightened, Poisoned
Senses: Truesight 500 ft.
Languages: All, Telepathy 1 mi.
Challenge Rating: 28

Innate Spellcasting. Graz'zt's spellcasting ability is Charisma (spell save DC 24). Demogorgon can innately cast the following spells, requiring no material components:

At will: Charm Person (6th level), Crown of Madness, Detect Magic, Dispel Magic (5th level), Dissonant Whispers, Telekinesis

1/day: Dominate Monster (9th level), Greater Invisibility

3/day: Counterspell (5th level), Darkness, Dominate Person (8th level), Sanctuary, 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.   Demonic Awakening (Recharges after a Short or Long Rest). If Graz'zt would be reduced to 0 hit points, his current hit point total instead resets to 326 (80% of his maximum hit points) hit points, he regains any expended uses of Legendary Resistance. Additionally, he can now use the options in the "Mythic Actions" section for 1 hour.   Legendary Resistance (4/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: +14 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.  

Bonus Actions

Command. Graz'zt casts the command spell at 6th level.   Conjure Mirror. Graz'zt causes up to 6 Smooth surfaces he can see to become as reflective as a polished mirror. Until the end of his next turn, creatures who can see the surface have disadvantage on Wisdom (Perception) checks and ranged attack rolls, as they are enraptured by the reflection.

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.  

Mythic Action

If Graz'zt's Demonic Awakening trait has activated in the last hour, he can use the options below as legendary actions.   Kill, My Puppet! One creature charmed by Graz'zt that Graz'zt can see must use it's reaction to make an attack against a target of Graz'zt's choice.   Wink. Graz'zt casts charm person at 1st level without requiring concentration witch lasts until the end of his next turn, the target has disadvantage on the save.

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 lair is his Argent Palace.


Created by

Noble 7.

Statblock Type

Monster

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