Graz’ztLarge fiend (demon shapechanger)
Legendary Resistance (3/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.
Spellcasting. The graz’zt uses Divinity (Cha) to cast spells (spell save Difficulty 23, +15 to hit with spell attacks). It has 23 mana, a mana limit of 4, regains all expended mana when it finishes a long rest and regains half its total mana (rounded up) when it finishes a short rest. It knows the following spells:
2 mana: mind control
Wave of Sorrow (Greatsword). Melee Weapon Attack: +13 to hit, reach 1 m. Hit: 19 (2d12 + 6) slashing damage plus 10 (3d6) acid damage.
Crest of Sorrow (Shortsword). Melee Weapon Attack: +13 to hit, reach 1 m. Hit: 13 (2d6 + 6) piercing damage plus 10 (3d6) acid damage.
Change Shape (1/turn). Graz’zt can 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.
Teleport (1/turn). Graz’zt magically teleports, along with any equipment he is wearing or carrying, up to 20 meters to an unoccupied space he can see.
Legendary Actions (3)
Only one legendary option can be used at a time and only at the end of another creature’s turn. The graz’zt regains spent legendary actions at the start of its turn.
Attack. Graz’zt attacks once with Wave of Sorrow.
Dance, My Puppet. 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.
Sow Discord. Graz’zt casts bloodlust or dissonant whispers.
Teleport. Graz’zt uses his Teleport action.
On initiative count 20 (losing initiative ties), the graz’zt takes a lair action to cause one of the following effects; the same effect can’t be used 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 Stealth checks made to avoid being noticed.
The region containing the graz’zt's lair is warped by the graz’zt’s magic, which creates one or more of the following effects:
Flat surfaces within 2 kilometers of the lair that are made of stone or metal become highly reflective, as though polished to a shine. These surfaces become supernaturally mirrorlike.
Wild animals within 10 kilometers of the lair break into frequent conflicts and coupling, mirroring the behavior that occurs during their mating seasons.
If a humanoid spends at least 1 hour within 2 kilometers of the lair, that creature must succeed on a Difficulty 23 Will saving throw or descend into a madness determined by the Madness of Graz’zt table. A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours.
If Graz’zt dies, these effects fade over the course of 1d10 days.
No concoctions, maneuvers, or spells
All creatures in this system should have maneuvers or spells. You should add some maneuvers or spells to this creature. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all creatures via https://github.com/mlenser/kryx-rpg-issues/issues/9.