Large fiend, chaotic evil
- Armor Class
- 20 (natural armor)
- Hit Points
- 346 (33d10 + 165)
- Speed
- 40 ft.
- Challenge
- 24 (62,000 XP)
- Saving Throws
- Con +12, Dex +9, Wis +12
- Skills
- Deception +15, Perception +12, Persuasion +15
- Damage Resistances
- cold; fire; lightning
- Damage Immunities
- poison; bludgeoning, piercing, slashing that is nonmagical
- Condition Immunities
- charmed; exhaustion; frightened; poisoned
- Senses
- truesight 120 ft., passive Perception 22
- Languages
- all, telepathy 120 ft.
Traits
If Graz'zt fails a saving throw, he can choose to succeed instead.
Graz'zt has advantage on saving throws against spells and other magical effects.
Actions
Graz'zt makes two Wave of Sorrow attacks. He can replace one attack with a use of Spellcasting.
Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) force damage plus 14 (4d6) acid damage.
Graz'zt teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.
Bonus Actions
Graz'zt transforms 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.
Reactions
Graz'zt tries to interrupt a spell he sees a creature casting within 60 feet of him. If the spell is 3rd level or lower, the spell fails and has no effect. If the spell is 4th level or higher, Graz'zt makes a Charisma check against a DC of 10 + the spell's level. On a success, the spell fails and has no effect.
Legendary Actions
Graz'zt uses Spellcasting or Teleport.
Graz'zt makes one Wave of Sorrow attack.
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.
Spellcasting
Graz'zt casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 23):