Aspect of Graz’zt
Large Outsider (Chaotic, Evil, Extraplanar, Tanar’ri)
Hit Dice: 9d8+27 (67 hp)
Initiative: +10 (+6 Dex, +4 Improved Initiative)
Speed: 40 ft.
AC: 25 (-1 Sze, +6 Dex, +9 natural), touch 15, flat-footed 18
Base Attack/Grapple: +9/+18
Attack: +1 acidic burst greatsword +14 melee (2d8+8/19-20 plus 1d6 acid plus 1 vile)
Full Attack: +1 acidic burst greatsword +14/+9 melee (2d8+8/19-20 plus 1d6 acid plus 1 vile)
Space/Reach: 10 ft./10 ft.
Special Attacks: Fear
Special Qualities: Damage reduction 5/epic, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, see invisibility, telepathy 100 ft.
Saves: Fort +9, Ref +12, Will +7
Abilities: Str 20, Dex 22, Con 16, Int 21, Wis 12, Cha 23
Skills: Balance +18, Bluff +18, Concentration +15, Hide +18, Intimidate +18, Jump +17, Knowledge (arcana) +17, Knowledge (history) +17, Knowledge (the planes) +17, Listen +13, Move Silently +18, Search +17, Spot +13
Feats: Cleave, Improved Initiative, Vile Martial Strike (greatsword), Weapon Focus (greatsword)
Environment: Infinite Layers of the Abyss (Azzagrat)
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Always chaotic evil
Advancement: -
Level Adjustment: -
This tall, darkly hand-some demon with shiny black skin and green, glowing eyes. It also has slightly pointed ears, yellow fangs, and its most striking of all are its digits it has six ebony fingers on each hand and six toes on each foot.
An aspect of Graz’zt manifests as the demonprince’s mastery of fighting. It aslo displays the ability to make combats more chaotic.
An aspect of Graz’zt, like other tanar’ri, can speak telepathically to any creature within 100 feet that has a language. It also speaks Abyssal, Celestial, and Draconic.
Combate
An aspect of Graz’zt loves to wade into melee. Using its fear affect as it goes to help bring more chaos to the fight.
An aspect of Graz’zt’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Fear (Su): At will, an aspect of Graz’zt can use a fear effect. As the spell (caster level 9th, Will DC 20 partial). The save DC is Charisma-based.
See Invisibility (Su): An aspect of Graz’zt has a continuous see invisibility ability, as the spell (caster level 9th).
How does it look?
Large Outsider (Chaotic, Evil, Extraplanar, Tanar’ri)
Hit Dice: 9d8+27 (67 hp)
Initiative: +10 (+6 Dex, +4 Improved Initiative)
Speed: 40 ft.
AC: 25 (-1 Sze, +6 Dex, +9 natural), touch 15, flat-footed 18
Base Attack/Grapple: +9/+18
Attack: +1 acidic burst greatsword +14 melee (2d8+8/19-20 plus 1d6 acid plus 1 vile)
Full Attack: +1 acidic burst greatsword +14/+9 melee (2d8+8/19-20 plus 1d6 acid plus 1 vile)
Space/Reach: 10 ft./10 ft.
Special Attacks: Fear
Special Qualities: Damage reduction 5/epic, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, see invisibility, telepathy 100 ft.
Saves: Fort +9, Ref +12, Will +7
Abilities: Str 20, Dex 22, Con 16, Int 21, Wis 12, Cha 23
Skills: Balance +18, Bluff +18, Concentration +15, Hide +18, Intimidate +18, Jump +17, Knowledge (arcana) +17, Knowledge (history) +17, Knowledge (the planes) +17, Listen +13, Move Silently +18, Search +17, Spot +13
Feats: Cleave, Improved Initiative, Vile Martial Strike (greatsword), Weapon Focus (greatsword)
Environment: Infinite Layers of the Abyss (Azzagrat)
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Always chaotic evil
Advancement: -
Level Adjustment: -
This tall, darkly hand-some demon with shiny black skin and green, glowing eyes. It also has slightly pointed ears, yellow fangs, and its most striking of all are its digits it has six ebony fingers on each hand and six toes on each foot.
An aspect of Graz’zt manifests as the demonprince’s mastery of fighting. It aslo displays the ability to make combats more chaotic.
An aspect of Graz’zt, like other tanar’ri, can speak telepathically to any creature within 100 feet that has a language. It also speaks Abyssal, Celestial, and Draconic.
Combate
An aspect of Graz’zt loves to wade into melee. Using its fear affect as it goes to help bring more chaos to the fight.
An aspect of Graz’zt’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Fear (Su): At will, an aspect of Graz’zt can use a fear effect. As the spell (caster level 9th, Will DC 20 partial). The save DC is Charisma-based.
See Invisibility (Su): An aspect of Graz’zt has a continuous see invisibility ability, as the spell (caster level 9th).
How does it look?
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