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<blockquote data-quote="dave2008" data-source="post: 8989154" data-attributes="member: 83242"><p>[ATTACH=full]281600[/ATTACH]</p><p><a href="https://www.artstation.com/artwork/Leo2dP" target="_blank">Graz'zt (work in progress) </a>by Olga Kharyton</p><p></p><table style='width: 100%'><tr><td><strong><span style="font-size: 22px">Graz'zt (WIP)</span></strong></td><td><strong>Challenge</strong> 27</td></tr><tr><td><em>Large fiend (demon prince), chaotic evil</em></td><td>210,000 Elite XP</td></tr></table><p><img src="https://www.enworld.org/attachments/1599650724997-png.125937/" alt="1599650724997.png" class="fr-fic fr-dii fr-draggable " style="" /></p><p><strong>Armor Class</strong> 20 (Natural Armor), 23 with Wave of Sorrow</p><p><strong>Hit Points</strong> 783 (54d10 + 486; bloodied 391)</p><p><strong>Speed </strong>60 ft., fly 60 ft.</p><p><img src="https://www.enworld.org/attachments/1599650724997-png.125937/" alt="1599650724997.png" class="fr-fic fr-dii fr-draggable " style="" /></p><table style='width: 100%'><tr><td><strong>STR</strong></td><td><strong>DEX</strong></td><td><strong>CON</strong></td><td><strong>INT</strong></td><td><strong>WIS</strong></td><td><strong>CHA</strong></td></tr><tr><td>24 (+7)</td><td>28 (+9)</td><td>29 (+9)</td><td>28 (+9)</td><td>26 (+8)</td><td>29 (+9)</td></tr></table><p><img src="https://www.enworld.org/attachments/1599650724997-png.125937/" alt="1599650724997.png" class="fr-fic fr-dii fr-draggable " style="" /></p><p><strong>Saving Throws</strong> Dex +17, Con +17, Wis +16, Cha +17</p><p><strong>Skills </strong>acrobatics +17, arcana +17, deception +17, insight +16, perception +17, persuasion +25</p><p><strong>Damage Resistances </strong>cold, fire, lightning</p><p><strong>Damage Immunities</strong> poison; bludgeoning, piercing, and slashing from nonmagical attacks</p><p><strong>Condition Immunities</strong> charmed, exhaustion, frightened, petrified, poisoned</p><p><strong>Senses </strong>truesight 240 ft., Passive Perception 27</p><p><strong>Languages </strong>all, telepathy 360 ft.</p><p><strong>Proficiency Bonus</strong> +8 <strong>Maneuver DC</strong> 25</p><p><img src="https://www.enworld.org/attachments/1599650724997-png.125937/" alt="1599650724997.png" class="fr-fic fr-dii fr-draggable " style="" /></p><p><strong><em>Abyssal Might. </em></strong>While in the Abyss, Graz'zt's attacks ignore all resistances of creatures with less than 18 hit dice and it scores a critical hit on a roll of 18 or greater.</p><p></p><p><em><strong>Banishment.</strong></em> When Graz'zt drops to 0 hit points, and he is not in Azzagrat, his body is destroyed but his essence travels back to his domain in Azzagrat, and is unable to take physical form for a time.</p><p></p><p><strong><em>Demon Prince (Elite Trait; 1/Rest). </em></strong>The first time Graz'zt is bloodied, all conditions and effects it is suffering end for it, all of its abilities recharge, and its Elite Actions and Traits are active for 1 hour.</p><p></p><p><em><strong>Immutable Form.</strong></em> Graz'zt is immune to any spell or effect that would alter his form.</p><p></p><p><strong><em>Limited Magic Immunity.</em></strong> Unless he wishes to be affected, Graz'zt is immune to cantrips and he has advantage on saving throws against all other spells and magical effects and any creature that makes a spell attack against Mephistopheles has disadvantage on the attack roll.</p><p></p><p><strong><em><strong><em>Lord of Azzagrat.</em></strong> </em></strong>While on Azzagrat, Graz'zt can’t be surprised, targeted by divination magic, perceived through magical scrying sensors, and is immune to any effect that would sense his emotions or read his thoughts. Additionally, Wisdom (Insight) checks made to ascertain his intentions or sincerity have disadvantage.</p><p></p><p><strong><em>Prince of Seduction. </em></strong>When Graz’zt cast a spell or creates a magical effect that imposes the charmed condition, the target has disadvantage on the saving throw. Additionally, Graz’zt’s charms ignore immunity to the charmed condition if the creature has fewer than 18 hit dice.</p><p></p><p><strong><u>ACTIONS</u></strong></p><p><em><strong>Multiattack.</strong></em> Graz’zt makes three melee attacks. He can replace one attack with a use of Spellcasting or an Acid Jet attack.</p><p></p><p><em><strong>Wave of Sorrow (Greatsword).</strong> Melee Weapon Attack</em>: +18 to hit, reach 10 ft., one target. Hit: 24 (4d6 + 10) magical slashing damage plus 14 (4d6) acid damage and the target must make a DC 25 Strength saving throw or suffer one of the following effects (chose or roll d6)</p><p style="margin-left: 20px"><strong>1. Twist.</strong> The target takes an additional 7 (2d6) magical slashing damage.</p> <p style="margin-left: 20px"><strong>2. Trip. </strong>The target takes an addition 3 (1d6) magical bludgeoning damage and is knocked prone.</p> <p style="margin-left: 20px"><strong>3. Shove. </strong>The target takes an addition 3 (1d6) magical bludgeoning damage and is pushed 10 feet.</p> <p style="margin-left: 20px"><strong>4. Slow. </strong>The target takes an addition 3 (1d6) magical slashing damage and its speed is reduced by 10 feet.</p> <p style="margin-left: 20px"><strong>5. Disarm.</strong> The target drops a item they are carrying, Graz'zt's choice.</p> <p style="margin-left: 20px"><strong>6. Daze.</strong> The target has disadvantage on their next attack roll and cannot take reactions until the end of their next turn.</p><p></p><p><em><strong>Slam.</strong> Melee Weapon Attack</em>: +18 to hit, reach 5 ft., one target. Hit: 24 (4d6 + 10) force damage plus 14 (4d6) acid damage</p><p></p><p><em><strong>Charming Touch.</strong> Melee Spell Attack</em>: +17 to hit, reach 5 ft., one creature. Hit: The target is charmed.</p><p></p><p><strong><em>Jet of Acid. </em></strong>Angdrelve releases acid in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 25 Dexterity saving throw, taking 33 (6d10) acid damage on a failed save, or half as much on a success.</p><p></p><p><em><strong>Spellcasting.</strong></em> Graz’zt casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 23):</p><p></p><p>At will: <a href="https://www.dndbeyond.com/spells/charm-person" target="_blank"><em>charm person</em></a><em>, <a href="https://www.dndbeyond.com/spells/detect-magic" target="_blank">detect magic</a>, </em><a href="https://www.dndbeyond.com/spells/dispel-magic" target="_blank"><em>dispel magic</em></a></p><p>3/day each: <a href="https://www.dndbeyond.com/spells/darkness" target="_blank"><em>darkness</em></a><em>, <a href="https://www.dndbeyond.com/spells/dominate-person" target="_blank">dominate person</a>, <a href="https://www.dndbeyond.com/spells/telekinesis" target="_blank">telekinesis</a>, </em><a href="https://www.dndbeyond.com/spells/teleport" target="_blank"><em>teleport</em></a></p><p>2/day each: <a href="https://www.dndbeyond.com/spells/dominate-monster" target="_blank"><em>dominate monster</em></a></p><p>1/day each: <a href="https://www.dndbeyond.com/spells/greater-invisibility" target="_blank"><em>greater invisibility</em></a></p><p></p><p><strong><em>Summon Demon (1/Rest). </em></strong>Graz’zt magically summons a number of succubae and mariliths whose total hit points do not exceed 400.</p><p></p><p><em><strong>Teleport.</strong></em> Graz’zt magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.</p><p></p><p><strong><u>REACTIONS</u></strong></p><p>Graz'zt can take two reactions per round, but only one per turn.</p><p></p><p><em><strong>Negate Spell (Recharge 5–6).</strong></em> Graz’zt tries to interrupt a spell he sees a creature casting within 120 feet of him. If the spell is 5th level or lower, the spell fails and has no effect. If the spell is 6th 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.</p><p></p><p><strong><em>Parry.</em></strong> Graz'zt adds 8 to his AC against one attack attack that would hit him. To do so, Graz'zt must see the attacker and be wielding a melee weapon.</p><p></p><p><strong><u>LEGENDARY ACTIONS</u></strong></p><p>Asmodeus can take 3 legendary actions, choosing from the options below. He can use one legendary action option at the end of another creatures turn and any unused legendary actions at the end of the round. Asmodeus regains spent legendary actions at the start of his turn.</p><p></p><p><strong>Abyssal Magic.</strong> Graz’zt uses Spellcasting or Teleport.</p><p><strong>Caress.</strong> Graz'zt uses Charming Touch.</p><p><strong>Elite Recovery. </strong>Graz'zt ends one condition or negative effect currently affecting him. He can do so as long as she has at least 1 hit point, even while <a href="https://a5e.tools/rules/conditions" target="_blank">unconscious</a> or <a href="https://a5e.tools/rules/conditions" target="_blank">incapacitated</a>.</p><p><strong>Regenerate.</strong> Graz'zt regains 30 hit points.</p><p><strong>Multiattack (Costs 2 Actions).</strong> Graz’zt makes two Wave of Sorrow attacks</p><p><strong>Dance, My Pet! (Costs 2 Actions)</strong> One creature <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Charmed" target="_blank">charmed</a> by Graz’zt that Graz’zt can see must use its reaction to move up to its speed and take an action as Graz’zt directs.</p><p><strong>Jet (Elite Actions; Cost 2 Actions).</strong> Graz'zt uses Acid Jet.</p><p><strong>Dance of Sorrow (Elite Action; Cost 3 Actions). </strong>Graz'zt moves up to his speed without provoking opportunity attacks and makes one Wave of Sorrow attack against each creature he moves past.</p><p></p><p>[HR][/HR]</p><p><strong><u>EQUIPMENT</u></strong></p><p><strong><span style="font-size: 22px">Wave of Sorrow</span></strong></p><p><em>Weapon (sword), artifact (requires attunement by a lawful evil fiend)</em></p><p></p><p>This Large magic serrated greatsword that grants a +3 bonus to attack and damage rolls made with it and deals an extra 4d6 acid damage on a hit. Additionally, on a critical hit it deals an extra 3d6 slashing damage.</p><p></p><p><em><strong>Acid Jet.</strong></em> While holding the sword you can use an action to release a get of acid from the sword in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 16 (3d10) acid damage on a failed save, or half as much on a success. Once you use this property of the sword, you can’t use it again until an hour has passed.</p><p></p><p>While attuned to Graz’zt, the acid jet is 90 feet long and causes and additional 3d10 acid damage and he can use this trait at will.</p><p></p><p><em><strong>Protection.</strong></em> You gain a +3 bonus to Armor Class while holding the sword.</p><p></p><p><em><strong>Spells.</strong></em> The sword has 10 charges. While holding it, you can use an action and expend 1 or more of its charges to cast one of the following spells (save DC 18, +10 on spell attacks) from it: <a href="https://a5e.tools/spell/sanctuary" target="_blank"><em>sanctuary</em></a> (1 charge),<a href="https://a5e.tools/spell/acid-arrow" target="_blank"> <em>acid arrow</em></a> (2 charges), <a href="https://a5e.tools/spell/mirror-image" target="_blank"><em>mirror image</em></a> (2 charges), <a href="https://a5e.tools/spell/mirage-arcane" target="_blank"><em>mirage arcane</em></a> (7 charges), <em>or </em><a href="https://a5e.tools/spell/disintegrate" target="_blank"><em>disintegrate</em></a> (7 charges). The sword regains 1d6 + 4 charges daily at dawn.</p><p></p><p>While attuned to the sword, Graz'zt or a follower blessed by him can cast each of the sword’s spells using 2 fewer charges (minimum of 0).</p></blockquote><p></p>
[QUOTE="dave2008, post: 8989154, member: 83242"] [ATTACH type="full" alt="1681209858306.png"]281600[/ATTACH] [URL='https://www.artstation.com/artwork/Leo2dP']Graz'zt (work in progress) [/URL]by Olga Kharyton [TABLE] [TR] [TD][B][SIZE=6]Graz'zt (WIP)[/SIZE][/B][/TD] [TD][B]Challenge[/B] 27[/TD] [/TR] [TR] [TD][I]Large fiend (demon prince), chaotic evil[/I][/TD] [TD]210,000 Elite XP[/TD] [/TR] [/TABLE] [IMG alt="1599650724997.png"]https://www.enworld.org/attachments/1599650724997-png.125937/[/IMG] [B]Armor Class[/B] 20 (Natural Armor), 23 with Wave of Sorrow [B]Hit Points[/B] 783 (54d10 + 486; bloodied 391) [B]Speed [/B]60 ft., fly 60 ft. [IMG alt="1599650724997.png"]https://www.enworld.org/attachments/1599650724997-png.125937/[/IMG] [TABLE] [TR] [TD][B]STR[/B][/TD] [TD][B]DEX[/B][/TD] [TD][B]CON[/B][/TD] [TD][B]INT[/B][/TD] [TD][B]WIS[/B][/TD] [TD][B]CHA[/B][/TD] [/TR] [TR] [TD]24 (+7)[/TD] [TD]28 (+9)[/TD] [TD]29 (+9)[/TD] [TD]28 (+9)[/TD] [TD]26 (+8)[/TD] [TD]29 (+9)[/TD] [/TR] [/TABLE] [IMG alt="1599650724997.png"]https://www.enworld.org/attachments/1599650724997-png.125937/[/IMG] [B]Saving Throws[/B] Dex +17, Con +17, Wis +16, Cha +17 [B]Skills [/B]acrobatics +17, arcana +17, deception +17, insight +16, perception +17, persuasion +25 [B]Damage Resistances [/B]cold, fire, lightning [B]Damage Immunities[/B] poison; bludgeoning, piercing, and slashing from nonmagical attacks [B]Condition Immunities[/B] charmed, exhaustion, frightened, petrified, poisoned [B]Senses [/B]truesight 240 ft., Passive Perception 27 [B]Languages [/B]all, telepathy 360 ft. [B]Proficiency Bonus[/B] +8 [B]Maneuver DC[/B] 25 [IMG alt="1599650724997.png"]https://www.enworld.org/attachments/1599650724997-png.125937/[/IMG] [B][I]Abyssal Might. [/I][/B]While in the Abyss, Graz'zt's attacks ignore all resistances of creatures with less than 18 hit dice and it scores a critical hit on a roll of 18 or greater. [I][B]Banishment.[/B][/I] When Graz'zt drops to 0 hit points, and he is not in Azzagrat, his body is destroyed but his essence travels back to his domain in Azzagrat, and is unable to take physical form for a time. [B][I]Demon Prince (Elite Trait; 1/Rest). [/I][/B]The first time Graz'zt is bloodied, all conditions and effects it is suffering end for it, all of its abilities recharge, and its Elite Actions and Traits are active for 1 hour. [I][B]Immutable Form.[/B][/I] Graz'zt is immune to any spell or effect that would alter his form. [B][I]Limited Magic Immunity.[/I][/B] Unless he wishes to be affected, Graz'zt is immune to cantrips and he has advantage on saving throws against all other spells and magical effects and any creature that makes a spell attack against Mephistopheles has disadvantage on the attack roll. [B][I][B][I]Lord of Azzagrat.[/I][/B] [/I][/B]While on Azzagrat, Graz'zt can’t be surprised, targeted by divination magic, perceived through magical scrying sensors, and is immune to any effect that would sense his emotions or read his thoughts. Additionally, Wisdom (Insight) checks made to ascertain his intentions or sincerity have disadvantage. [B][I]Prince of Seduction. [/I][/B]When Graz’zt cast a spell or creates a magical effect that imposes the charmed condition, the target has disadvantage on the saving throw. Additionally, Graz’zt’s charms ignore immunity to the charmed condition if the creature has fewer than 18 hit dice. [B][U]ACTIONS[/U][/B] [I][B]Multiattack.[/B][/I] Graz’zt makes three melee attacks. He can replace one attack with a use of Spellcasting or an Acid Jet attack. [I][B]Wave of Sorrow (Greatsword).[/B] Melee Weapon Attack[/I]: +18 to hit, reach 10 ft., one target. Hit: 24 (4d6 + 10) magical slashing damage plus 14 (4d6) acid damage and the target must make a DC 25 Strength saving throw or suffer one of the following effects (chose or roll d6) [INDENT][B]1. Twist.[/B] The target takes an additional 7 (2d6) magical slashing damage.[/INDENT] [INDENT][B]2. Trip. [/B]The target takes an addition 3 (1d6) magical bludgeoning damage and is knocked prone.[/INDENT] [INDENT][B]3. Shove. [/B]The target takes an addition 3 (1d6) magical bludgeoning damage and is pushed 10 feet.[/INDENT] [INDENT][B]4. Slow. [/B]The target takes an addition 3 (1d6) magical slashing damage and its speed is reduced by 10 feet.[/INDENT] [INDENT][B]5. Disarm.[/B] The target drops a item they are carrying, Graz'zt's choice.[/INDENT] [INDENT][B]6. Daze.[/B] The target has disadvantage on their next attack roll and cannot take reactions until the end of their next turn.[/INDENT] [I][B]Slam.[/B] Melee Weapon Attack[/I]: +18 to hit, reach 5 ft., one target. Hit: 24 (4d6 + 10) force damage plus 14 (4d6) acid damage [I][B]Charming Touch.[/B] Melee Spell Attack[/I]: +17 to hit, reach 5 ft., one creature. Hit: The target is charmed. [B][I]Jet of Acid. [/I][/B]Angdrelve releases acid in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 25 Dexterity saving throw, taking 33 (6d10) acid damage on a failed save, or half as much on a success. [I][B]Spellcasting.[/B][/I] Graz’zt casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 23): At will: [URL='https://www.dndbeyond.com/spells/charm-person'][I]charm person[/I][/URL][I], [URL='https://www.dndbeyond.com/spells/detect-magic']detect magic[/URL], [/I][URL='https://www.dndbeyond.com/spells/dispel-magic'][I]dispel magic[/I][/URL] 3/day each: [URL='https://www.dndbeyond.com/spells/darkness'][I]darkness[/I][/URL][I], [URL='https://www.dndbeyond.com/spells/dominate-person']dominate person[/URL], [URL='https://www.dndbeyond.com/spells/telekinesis']telekinesis[/URL], [/I][URL='https://www.dndbeyond.com/spells/teleport'][I]teleport[/I][/URL] 2/day each: [URL='https://www.dndbeyond.com/spells/dominate-monster'][I]dominate monster[/I][/URL] 1/day each: [URL='https://www.dndbeyond.com/spells/greater-invisibility'][I]greater invisibility[/I][/URL] [B][I]Summon Demon (1/Rest). [/I][/B]Graz’zt magically summons a number of succubae and mariliths whose total hit points do not exceed 400. [I][B]Teleport.[/B][/I] Graz’zt magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see. [B][U]REACTIONS[/U][/B] Graz'zt can take two reactions per round, but only one per turn. [I][B]Negate Spell (Recharge 5–6).[/B][/I] Graz’zt tries to interrupt a spell he sees a creature casting within 120 feet of him. If the spell is 5th level or lower, the spell fails and has no effect. If the spell is 6th 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. [B][I]Parry.[/I][/B] Graz'zt adds 8 to his AC against one attack attack that would hit him. To do so, Graz'zt must see the attacker and be wielding a melee weapon. [B][U]LEGENDARY ACTIONS[/U][/B] Asmodeus can take 3 legendary actions, choosing from the options below. He can use one legendary action option at the end of another creatures turn and any unused legendary actions at the end of the round. Asmodeus regains spent legendary actions at the start of his turn. [B]Abyssal Magic.[/B] Graz’zt uses Spellcasting or Teleport. [B]Caress.[/B] Graz'zt uses Charming Touch. [B]Elite Recovery. [/B]Graz'zt ends one condition or negative effect currently affecting him. He can do so as long as she has at least 1 hit point, even while [URL='https://a5e.tools/rules/conditions']unconscious[/URL] or [URL='https://a5e.tools/rules/conditions']incapacitated[/URL]. [B]Regenerate.[/B] Graz'zt regains 30 hit points. [B]Multiattack (Costs 2 Actions).[/B] Graz’zt makes two Wave of Sorrow attacks [B]Dance, My Pet! (Costs 2 Actions)[/B] One creature [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Charmed']charmed[/URL] by Graz’zt that Graz’zt can see must use its reaction to move up to its speed and take an action as Graz’zt directs. [B]Jet (Elite Actions; Cost 2 Actions).[/B] Graz'zt uses Acid Jet. [B]Dance of Sorrow (Elite Action; Cost 3 Actions). [/B]Graz'zt moves up to his speed without provoking opportunity attacks and makes one Wave of Sorrow attack against each creature he moves past. [HR][/HR] [B][U]EQUIPMENT[/U] [SIZE=6]Wave of Sorrow[/SIZE][/B] [I]Weapon (sword), artifact (requires attunement by a lawful evil fiend)[/I] This Large magic serrated greatsword that grants a +3 bonus to attack and damage rolls made with it and deals an extra 4d6 acid damage on a hit. Additionally, on a critical hit it deals an extra 3d6 slashing damage. [I][B]Acid Jet.[/B][/I] While holding the sword you can use an action to release a get of acid from the sword in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 16 (3d10) acid damage on a failed save, or half as much on a success. Once you use this property of the sword, you can’t use it again until an hour has passed. While attuned to Graz’zt, the acid jet is 90 feet long and causes and additional 3d10 acid damage and he can use this trait at will. [I][B]Protection.[/B][/I] You gain a +3 bonus to Armor Class while holding the sword. [I][B]Spells.[/B][/I] The sword has 10 charges. While holding it, you can use an action and expend 1 or more of its charges to cast one of the following spells (save DC 18, +10 on spell attacks) from it: [URL='https://a5e.tools/spell/sanctuary'][I]sanctuary[/I][/URL] (1 charge),[URL='https://a5e.tools/spell/acid-arrow'] [I]acid arrow[/I][/URL] (2 charges), [URL='https://a5e.tools/spell/mirror-image'][I]mirror image[/I][/URL] (2 charges), [URL='https://a5e.tools/spell/mirage-arcane'][I]mirage arcane[/I][/URL] (7 charges), [I]or [/I][URL='https://a5e.tools/spell/disintegrate'][I]disintegrate[/I][/URL] (7 charges). The sword regains 1d6 + 4 charges daily at dawn. While attuned to the sword, Graz'zt or a follower blessed by him can cast each of the sword’s spells using 2 fewer charges (minimum of 0). [/QUOTE]
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