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• If a humanoid spends at least 1 hour within 1 mile M ADNESS OF ZU CCTMOY
of the lair, that creature must succeed on a DC 17 dlOO Flaw (lasts until cured)
Wisdom saving throw or descend into a madness
01- 20 "I see visions in the world around me that others
determined by the Madness of Zuggtmoy table. A
do not."
creature that succeeds on this saving throw can't be
21- 40 "I periodically slip into a catatonic state, staring off
affected by this regional effect again for 24 hours.
into the distance for long stretches at a time."
If Zuggtmoy dies, these effects fade over the course of
41-60 "I see an altered version of reality, with my mind
ldlO days.
convincing itself that things are true even in the
face of overwhelming evidence to the contrary."
MADNESS OF ZUGGTMOY
61- 80 "My mind is slipping away, and my intelligence
If a creature goes mad in Zuggtmoy's lair or within
seems to wax and wane."
line of sight of the demon lord, roll on the Madness of
81-00 " I am constantly scratching at unseen fungal
Zuggtmoy table to determine the nature of the madness,
infections."
which is a character flaw that lasts until cured. See the
Du11geon Master's Guide for more on madness.
ZUGGTMOY on her, and it lingers for 1 minute. Any flesh-and-blood crea-
Large fiend (demon), chaotic evil ture in the cloud when it appears, or that enters it later, must
make a DC 19 Constitution saving throw. On a successful save,
the creature can't be infected by these spores for 24 hours. On
Armor Class 18 (natural armor)
Hit Points 304 (32dl0 + 128) a failed save, the creature is infected with a disease called the
Speed 30 ft. spores ofZuggtmoy and also gains a random form of madness
(determined by rolling on the Madness ofZuggtmoy table) that
STR DEX CON INT WIS CHA lasts until the creature is cured of the disease or dies. While in-
22 (+6) 15 (+2) 18 (+4) 20 (+5) 19 (+4) 24 (+7) fected in this way, the creature can't be reinfected, and it must
repeat the saving throw at the end of every 24 hours, ending
Saving Throws Dex +9, Con +11, Wis +11 the infection on a success. On a failure, the infected creature's
Skills Perception +11 body is slowly taken over by fungal growth, and after three such
Damage Resistances cold, fire, lightning failed saves, the creature dies and is reanimated as a spore
Damage Immunities poison; bludgeoning, piercing, and servant if it's a type of creature that can be (see the "Myconids"
slashing that is nonmagical entry in the Monster Manual).
Condition Immunities charmed, exhaustion, frightened,
poisoned Mind Control Spores (Recharge 5- 6). Zuggtmoy releases
Senses truesight 120 ft., passive Perception 21 spores that burst out in a cloud that fills a 20-foot-radius
Languages all, telepathy 120 ft. sphere centered on her, and it lingers for 1 minute. Humanoids
Challenge 23 (50,000 XP) and beasts in the cloud when it appears, or that enter it later,
must make a DC 19 Wisdom saving throw. On a successful
Innate Spellcasting. Zuggtmoy's spellcasting ability is Cha- save, the creature can't be infected by these spores for 24
risma (spell save DC 22). She can innately cast the following hours. On a failed save, the creature is infected with a disease
spells, requiring no material components: called the influence ofZuggtmoy for 24 hours. While infected
in this way, the creature is charmed by her and can't be
At will: detect magic, locate animals or plants, ray of sickness reinfected by these spores.
3/day each: dispel magic, ensnaring strike, entangle, plant growth
l/day each: etherealness, teleport REACTIONS
Legendary Resistance (3/ Day). lfZuggtmoy fails a saving throw, Protective Thrall. When Zuggtmoy is hit by an attack, one
she can choose to succeed instead. creature within 5 feet ofZuggtmoy that is charmed by her must
use its reaction to be hit by the attack instead.
Magic Resistance. Zuggtmoy has advantage on saving throws
against spells and other magical effects.
L EGENDARY ACT IONS
Magic Weapons. Zuggtmoy's weapon attacks are magical. Zuggtmoy can take 3 legendary actions, choosing from the op-
tions below. Only one legendary action option can be used at a
ACTIONS time and only at the end of another creature's turn. Zuggtmoy
Multiattack. Zuggtmoy makes three pseudopod attacks. regains spent legendary actions at the start of her turn.
Pseudopod. Melee Weapon Attack: +13 to hit, reach 10 ft., one Attack. Zuggtmoy makes one pseudopod attack.
target. Hit: 15 (2d8 + 6) bludgeoning damage plus 9 (2d8) poi- Exert Will. One creature charmed by Zuggtmoy that she can
son damage. see must use its reaction to move up to its speed as she
directs or to make a weapon attack against a target that she 41
Infestation Spores (3/ Day). Zuggtmoy releases spores that designates
burst out in a cloud that fills a 20-foot-radius sphere centered .
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CHAPTER G I BESTIARY

