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# Moz'Quadas
##### Ending Shaffaya's suffering in the world's greatest roleplaying game
\pagebreak ___ ___ > ## Moz'Quadas >*Medium undead, Neutral Evil* > ___ > - **Armor Class** AC 20 > - **Hit Points** 500 > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|11 (+0)|16 (+3)|18 (+4)|25 (+7)|18 (+4)|17 (+3)| >___ > - **Saving Throws** Con +13, Int +16, Wis +13, Cha +12 > - **Skills** Arcana +16, History +16, Insight +13, Perception +13, Persuasion +12, Religion +16, > - **Damage Resistances** cold, lightning, necrotic > - **Damage Immunities** poison, bludgeoning, piercing and slashing from nonmagical attacks > - **Condition Immunities** charmed, exhaustion, frightened, paralyzed, poisoned > - **Senses** truesight 120ft., passive perception 23 > - **Languages** All > - **Challenge** 30 (155,000) > ___ >**Avoidance.** If Moz'Quadas is subjected to an effect that allows him to make a saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails. > > **Bladesong (Recharge 6).** When Moz'Quadas deals damage to a creature with his Longsword, he can use a bonus action to gain the following benefits until the end of his next turn. > > * Bonus to AC equal to his Intelligence modifier > * Walking speed increases by 30ft. > * Advantage on Dexterity (Acrobatics) checks > * Advantage on all Constitution saving throws made to maintain concentration on a spell. > > Moz'Quadas adds his Intelligence modifier to damage rolls made with his longsword. > > **Legendary Resistances (3/Day).** If Moz'Quadas fails a saving throw, he can choose to succeed instead. > > **Limited Magic Immunity.** Moz'Quadas can't be affected or detected by spells of 4th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. > >**Rejuvenation.** If he has a phylactery, a destroyed Moz'Quadas, it gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery. > >**Spellcasting.** Moz'Quadas is beyond a level 20 spellcaster. His spellcasting ability is Intelligence (spell save DC 24, +16 to hit with spell attacks.) Moz'Quadas has the following wizard spells prepared. Moz'Quadas can perform somatic components while holding his longsword in one hand. > > Cantrips (at will): *Chill Touch, Mage Hand, Prestidigitation, Ray of Frost* > > 1st level (5 slots): *Shield* > > 2nd level (4 slots): *Blindness/Deafness, Invisibility, Mirror Image, Misty Step* > > 3rd level (4 slots): *Blink, Counterspell, Dispel Magic, Fireball, Fly, Slow* > > 4th level (4 slots): *Banishment, Blight, Confusion, Dimension Door, Fire Shield,* * Freedom of Movement, * *Greater Invisibility* > > 5th level (4 slots): *Cloudkill, Cone of Cold, Contagion, Telekinesis* > > 6th level (3 slots): *Chain Lightning, Disintegrate, Flesh to Stone, Programmed Illusion* > > 7th level (3 slots): *Delayed Blast Fireball, Finger of Death, Forcecage, Plane Shift, Project Image, Reverse Gravity, Teleport* > > 8th level (2 slots): *Dominate Monster, Feeblemind,* *Glibness,* * *Mind Blank* * > > 9th level (2 slots): *Foresight,* * *Invulnerability, Meteor Swarm, Psychic Scream, Time Stop* > > *Moz'Quadas has his minions cast these spells on him. > >**Turn Resistance.** Moz'Quadas has advantage on saving throws against any effect that turns undead. > > ### Actions > > **Multiattack.** Moz'Quadas makes three attacks; one with his paralyzing touch and two with his longsword. > > **Paralyzing Touch.** *Melee Spell Attack:* +16 to hit, reach 5ft., one creature. *Hit* 14 (4d6) cold damage. The target must succeed on a DC 21 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns. > > **Longsword.** *Melee Weapon Attack* +12 to hit, reach 5ft., one creature *Hit* 17 (1d8 + 13) slashing damage and 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken and Moz'Quadas regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Moz'Quadas uses his Dexterity for his longsword. > > ### Legendary Actions > Moz'Quadas can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Moz'Quadas regains spent legendary actions at the start of his turn. > > **Spell.** Moz'Quadas casts a spell of 2nd level or lower. > > **Attack.** Moz'Quadas uses his Paralyzing Touch or his Longsword once. > > **Frightening Gaze (Costs 2 Actions).** Moz'Quadas fixes its gaze on one creature it can see within 15 feet of it. The target must succeed on a DC 21 Wisdom saving throw against this magic or become Frightened for 1 minute. The Frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to Moz'Quadas' gaze for the next 24 hours. > > **Disrupt Life (Costs 3 Actions).** Each non-undead creature within 20 feet of Moz'Quadas must make a DC 21 Constitution saving throw against this magic, taking 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one. \pagebreakNum ___ ___ > ## Ascended Moz'Quadas >*Medium undead, Neutral Evil* > ___ > - **Armor Class** AC 25 > - **Hit Points** 1500 > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|13 (+1)|18 (+4)|20 (+5)|30 (+10)|22 (+6)|20 (+5)| >___ > - **Saving Throws** Str +11, Dex +14, Con +15, Int +20, Wis +16, Cha +15 > - **Skills** Arcana +20, History +20, Insight +16, Perception +16, Persuasion +15, Religion +20, > - **Damage Immunities** cold, lightning, necrotic, poison, bludgeoning, piercing and slashing from nonmagical attacks > - **Condition Immunities** charmed, exhaustion, frightened, paralyzed, poisoned > - **Senses** truesight 300ft., passive perception 24 > - **Languages** All > - **Challenge** Really High > ___ > >**Arcane Maximum.** When Moz'Quadas casts a spell, he can choose to deal maximum damage with the spell. Moz'Quadas is stunned until the end of his next turn after he uses this ability and he takes 26 (4d12) psychic damage. Moz'Quadas regains the use of this ability on a long rest > > > **Bladesong (Recharge 5-6).** When Moz'Quadas deals damage to a creature with his Longsword, he can use a bonus action to gain the following benefits until the end of his next turn. > > * Bonus to AC equal to his Intelligence modifier > * Walking speed increases by 30ft. > * Advantage on Dexterity (Acrobatics) checks > * Advantage on all Constitution saving throws made to maintain concentration on a spell. > > Moz'Quadas adds his Intelligence modifier to damage rolls made with his longsword. > > **Commander of Undeath.** Each undead creature within 30ft. of Moz'Quadas gains a bonus to AC, saving throws and attack and damage rolls equal to half his intelligence modifier. > > **Domain of the Dark Gods (Recharge 6).** Moz'Quadas uses an aspect of his power granted by the Dark Gods within him. Choose one of the following abilities to use as a bonus action on Moz'Quadas' turn. > > **1. Lies of Bhalis.** > The spirit of Bhalis whispers in the targets ear. Choose a target within 60ft. to make a DC 23 Charisma saving throw or be charmed by Moz'Quadas until the end of his next turn. While charmed in this way, the target must use its action to move up to 30ft. towards its nearest ally and make one melee weapon attack against them. > > **2. Pestilence of Fearisease.** Black boils appear around the targets flesh. Choose a target within 60ft. to make a DC 23 Constitution saving throw or be poisoned and frightened of Moz'Quadas for 1 minute. The creature can repeat the saving throw at the end of each of their turns. > > **3. Power of Desrovius.** Undead arms reach out at a target within 60ft. from beneath the ground as Desrovius' maniacal laugh wrecks their mind with pain. The target must succeed on a DC 23 Strength saving throw or take 26 (4d12) necrotic damage, or half as much on a successful one and the target has disadvantage on the next death saving throw they make untill the end of Moz'Quadas' next turn. > > **4. Violence of Kariskis.** A spectral warrior lunges out of Moz'Quadas towards a target within 60ft., slicing at them and the ground with a meat cleaver. The target must succeed on a DC 23 Dexterity saving throw or take 26 (4d12) psychic damage, or half as much on a successful one. The ground the target is standing on becomes difficult terrain. > > **Legendary Resistances (5/Day).** If Moz'Quadas fails a saving throw, he can choose to succeed instead. > > **Limited Magic Immunity.** Moz'Quadas can't be affected or detected by spells of 5th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects. > > >**Rejuvenation.** If Moz'Quadas has a phylactery, a destroyed Moz'Quadas gains a new body in 1d10 days, regaining all his hit points and becoming active again. The new body appears within 5 feet of the phylactery. > >**Spellcasting.** Moz'Quadas is beyond a level 20 spellcaster. His spellcasting ability is Intelligence (spell save DC 28, +20 to hit with spell attacks.) Moz'Quadas has the following wizard spells prepared. Moz'Quadas can perform somatic components while holding his longsword in one hand. > > Cantrips (at will): *Chill Touch, Mage Hand, Prestidigitation, Ray of Frost* > > 1st level (at will): *Absorb Elements, Featherfall, Magic Missle, Shield* > > 2nd level (at will): *Blindness/Deafness, Mind Spike, Mirror Image, Misty Step* > > 3rd level (5 slots): *Blink, Counterspell, Dispel Magic, Fireball, Fly, Melf's Minute Meteor's, Slow, Thunderstep* > > 4th level (5 slots): *Banishment, Blight, Charm Monster, Confusion, Dimension Door, Greater Invisibility, Polymorph* > > 5th level (5 slots): *Cloudkill, Cone of Cold, Contagion, Immolation, Steel Wind Strike, Telekinesis* > > 6th level (4 slots): *Chain Lightning, Circle of Death, Disintegrate, Flesh to Stone, Mental Prison, Scatter, Programmed Illusion* > > 7th level (4 slots): *Delayed Blast Fireball, Finger of Death, Forcecage, Plane Shift, Prismatic Spray, Project Image, Reverse Gravity, Teleport* > > 8th level (3 slots): *Antimagic Field, Dominate Monster, Feeblemind, Illusory Dragon* > > 9th level (3 slot): *Invulnerability, Meteor Swarm, Psychic Scream, Time Stop* > >**Turn Resistance.** Moz'Quadas has advantage on saving throws against any effect that turns undead. > \pagebreakNum --- --- > ### Actions > > **Multiattack.** Moz'Quadas makes four attacks; one with his paralyzing touch and three with his longsword. > > **Paralyzing Touch.** *Melee Spell Attack:* +20 to hit, reach 5ft., one creature. *Hit* 28 (8d6) cold damage. The target must succeed on a DC 23 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns. > > **Longsword.** *Melee Weapon Attack* +17 to hit, reach 5ft., one creature *Hit* 26 (2d8 + 17) slashing damage and 14 (4d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken and Moz'Quadas regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Moz'Quadas uses his Dexterity for his longsword. > > ### Legendary Actions > Moz'Quadas can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Moz'Quadas regains spent legendary actions at the start of his turn. > > **Attack.** Moz'Quadas uses his Paralyzing Touch or his Longsword once. > > **Spell.** Moz'Quadas casts a spell of 4th level or lower. > >**Frightening Gaze (Costs 2 Actions).** Moz'Quadas fixes his gaze on one creature he can see within 60 feet of him. The target must succeed on a DC 24 Wisdom saving throw against this magic or become Frightened for 1 minute. The Frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to Moz'Quadas' gaze for the next 24 hours. > > **Disrupt Life (Costs 3 Actions).** Each non-undead creature within 30 feet of Moz'Quadas must make a DC 23 Constitution saving throw against this magic, taking 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one > > **Summon Undead (Costs 5 Actions).** Moz'Quadas summons a horde of undead from the ground. 2d12 skeletons and 2d12 zombies appear around Moz'Quadas in any available space. The undead can make an attack against any creature within 5ft. of it as a reaction when summoned. > > \pagebreakNum ## Magic Items As Moz'Quadas searches Shaffaya for these items, he gains power and attunes to them. For each item Moz'Quadas attunes to, his challenge rating increases by 1. ### The Orb of Vabel Sog Artifact, (requires attunement by a sorcerer, warlock or wizard) **Random Properties.** The Orb of Vabel Sog have the following random properties: * 2 minor beneficial properties * 1 major beneficial property * 3 minor detrimental properties * 2 major detrimental property **Deadly Aura.** As an action, you can activate a dark aura around the orb that stays until you use an action to deactivate or until you are knocked unconscious. The aura extends 5ft. out from the orb and creates dim light. Any creature that ends their turn inside the aura takes 2d8 necrotic damage and they must make a DC 15 wisdom saving throw or be frightened by you for 1 minute. At the end of each of their turns they can reroll the saving throw. If they succeed, they are immune to being frightened by The Orb of Vabel Sog for 24 hours. **Increased Ability Score.** While attuned to this item, you can increase one ability score by 4 to a maximum of 24. **Read the Image.** You immediately know if a person you can see is a spellcaster and you know the highest level spell slot they can use. You also know their level, class and one of their highest level spells. **Spell Absorption.** As a reaction, you can target one spell that effects only you. The orb absorbs the spell, causing it to fail. You regain 2d8 + the spells level in hit points. This ability recharges on a 5 or 6. In addition, you have advantage on all saving throws made against magic. **Superior Focus.** While holding the orb, you can concentrate on two spell at the same time. The orb also counts as your arcane focus while attuned to it. ### The Spellbook of Azak-Dun Artifact, (requires attunement) **Random Properties.** The Spellbook of Azak-Dun has the following random properties: * 3 minor beneficial properties * 2 major beneficial properties **Empowered Spells.** Any spell you cast is counts as one level higher than the slot you used it in. In addition you gain an additional 9th level spell slot if you have one already. **Vast Knowledge.** You gain advantage on history, arcana, religion and nature checks while attuned to the book. In addition your wisdom score increases by 2 to a maximum of 22. ### The Robes of Vabel Sog Artifact (requires attunement by a sorcerer, warlock or wizard) \columnbreak **Random Properties.** The Robes of Vabel Sog has the following random properties. * 2 minor beneficial properties * 1 minor beneficial property * 3 minor detrimental properties * 2 major detrimental properties **Corruption.** While you're attuned to the robes, it tries to corrupt you. Every time you take a long rest while attuned to this item, make a DC 15 charisma saving throw. After 3 failures, your alignment changes to evil. After 3 successes, you are immune to this effect for a week. If you already the evil alignment you are immune to this effect. **Spellcasting.** While attuned to the robes, you gain 9 levels worth of cantrips, spell slots and spells known using the sorcerer class if you are of an evil alignment. If you are not an evil alignment, you only gain 5 levels. You gain no other abilities from the sorcerer class besides the cantrips, spell slots and spells known. You can use intelligence, wisdom or charisma as your spellcasting ability score. \pagebreakNum