MENACE MANUAL: Zagmaander

My players ended up negotiating with Zagmaander and trading a remove curse spell for:

  1. Kill the dominated Draigs
  2. All her knowledge on Hellion
  3. Her two Hand-Flamers
  4. And finally, as they were in a wretched state, to guard them while they took a long rest in the Green Room (CPU Core).

She agreed and promptly killed off a dark creeper force when it tried to assault the Green Room without bating an eyelid.

ZAGMAANDER
Large aberration (warp entity), lawful evilUntitled
Armour Class 16 (natural Armour)
Hit Points 127 (12d10 + 45)
Speed 40ft.

STR     DEX     CON
18 (+4) 15 (+3) 16 (+3)
INT       WIS     CHA
11 (+1)  8 (-1)   12 (+1)

Skills Arcana +3, Perception +2
Damage Resistances acid, cold, fire, lightning, thunder
Senses blindsight 30ft., darkvision 60ft., passive Perception 12
Languages Gothic, Common, Infernal, Orc
Challenge 8 (3,900 XP)

Cursed Flesh. Zagmaander’s curse prevents her from using planar travel and causes her immense pain as long as she remains on the Material Plane. She does not have access to her planewalking ability, and any means she uses to attempt to leave the Material Plane fails. She is treated as a native outsider on the Material Plane in most ways, but she retains the normal outsider trait of not being subject to raise dead, resurrection, or reincarnate. The pain of existing on the Material Plane imparts a –2 penalty to her Strength, Dexterity, and Constitution—these penalties are included in her stats above. To remove this curse characters must cast remove curse or break enchantment or similar abilities.

Innate Spellcasting. Zagmander innate spellcasting ability is Charisma (spell save DC 12). Zagmaander can innately cast the following spells, requiring no material components:

At will: detect magic, detect thoughts, mage hand
2/day each: fear, charm person
1/day: fireball

Magic Resistance. Zagmaander has advantage on saving throws against spells and other magical effects.

Regeneration. The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point.

ACTIONS
Multiattack. Zagmander makes four attacks: one with its bite and two with its claws or staff. Alternatively, it uses its Seraphim Hand Flamer twice.

Longsword. Melee Weapon Attack: +7 to hit, reach 5ft., one target.
Hit: 11 (2d6 + 4) piercing damage.

Seraphim Hand Flamer. Ranged Weapon Attack: +4 to hit, range 60ft., one
Hit: 10 (2d10) fire damage. The fire ignites flammable objects that aren’t being worn or carried.

REACTIONS
Parry. Zagmander adds 5 to his AC against one melee attack that would hit it. To do so, Zagmander must see the attacker and be wielding a melee weapon.

SCRAPWORTH <10 BONUS
Zagmander gains the ability to gate-in warp daemons – two Flamers of Tzeentch. Use the statistics for the imp on MM pg. 76 but replace their sting attack with a fire breath:

Bolts of Tzeentch. Ranged Spell Attack: +4 to hit, range 15ft. cone, multiple targets (2 creatures).
Hit: 5 (1d4+3) fire damage. The fire ignites flammable objects that aren’t being worn or carried.

Gear hand flamer (2), longswords (2), mithral bracers worth 800 gp

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