Page 158 - Mordenkainen's Tome of Foes Deluxe
P. 158

•  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   .
            c:==============================================================================::::::o:=========::::=::~

                                                                                               CHAPTER G I BESTIARY
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