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Graz'zt

Large Fiend (Demon), Chaotic Evil

Deva Movanic Male-turnaround.gif

Single mini, no kitbash

Description

(from Mordenkainen's Tome of Foes - 2018):


The lord of pleasure and limitless indulgence, Graz'zt is the ultimate hedonist. He incites lust and uncontrollable urges in both his cultists and his enemies. 


In Graz'zt's eyes, the universe is a great plaything, and one day he will be its master. All other creatures and things will be allowed to exist only if they give him pleasure. When he ascends to dominate the cosmos, all who are left will love and worship him. 


Despite his extreme self-indulgence, Graz'zt isn't blind to what goes on around him. He can curb his lust when he needs to plot against an enemy or counter an attack. When he must contend with an enemy, he fights with a detached, thoughtful demeanor, channeling his frustration at being distracted from pleasurable pursuits into the actions of a cool, efficient killer. 


Cultists. Graz'zt attracts most of his followers from the ranks of those who seek pleasure above all else. He promises dark delights and forbidden ecstasies, in return for total submission to him. His cult gathers new members by circulating tracts, poems, and other works of art that depict encounters with him. Upstanding folk regard these works as vulgar, wretched, and obscene, but the delights they depict or describe sometimes lure a curious soul into learning more about the demon lord.


When a cult beseeches him during the induction of new members, Graz'zt sends an emissary or an avatar to preside over the proceedings, which conclude with the new followers being treated to a night of debauchery.


The appearance of the Dark Prince is a warning that not all beautiful things are good. Standing nearly nine feet tall, Graz’zt strikes the perfect figure of untamed desire, every plane and curve of his body, every glance of his burning eyes, promising a mixture of pleasure and pain. A subtle wrongness pervades his beauty, from the cruel cast of his features to the six fingers on each hand and six toes on each foot. Graz’zt can also transform himself at will, appearing in any humanoid form that pleases him, or his onlookers, all equally tempting in their own ways.


Graz’zt surrounds himself with the finest of things and the most attractive of servants, and he adorns himself in silks and leathers both striking and disturbing in their workmanship. His lair, and those of his cultists, are pleasure palaces where nothing is forbidden, save moderation or kindness.


The dark Prince of Pleasure considers restriction the only sin, and takes what he wants. Cults devoted to him are secret societies of indulgence, often using their debauchery to subjugate others through blackmail, addiction, and manipulation. They frequently wear alabaster masks with ecstatic expressions and ostentatious dress and body ornamentation to their secret assignations.


Although he prefers charm and subtle manipulation, Graz’zt is capable of terrible violence when provoked. He wields the greatsword Angdrelve, the Wave of Sorrow, its wavy, razor-edged blade dripping acid at his command.


Graz'zt's Lair:

Graz’zt’s principal lair is his Argent Palace, a grandiose structure in the city of Zelatar, found within his Abyssal domain of Azzatar. Graz’zt’s maddening influence radiates outward in a tangible ripple, warping reality around him. Given enough time in a single location, Graz’zt can twist it with his madness. Graz’zt’s lair is a den of ostentation and hedonism. It is adorned with finery and decorations so decadent that even the wealthiest of mortals would blush at the excess. Within Graz’zt’s lairs, followers, thralls, and subjects alike are forced to slake Graz’zt’s thirst for pageantry and pleasure.


Lair Actions:

On initiative count 20 (losing initiative ties), Graz’zt can take a lair action to cause one of the following effects; he can’t use the same effect 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 Dexterity (Stealth) checks made to hide.


Regional Effects: The region containing Graz’zt’s lair is warped by his magic, creating one or more of the following effects:

  • Flat surfaces within 1 mile 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 beasts within 6 miles 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 1 mile of the lair, that creature must succeed on a DC 23 Wisdom 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.


Madness of Graz'zt: If a creature goes mad in Graz’zt’s lair or within line of sight of the demon lord, roll on the Madness of Graz’zt table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master’s Guide for more on madness.


D100:     Flaw (lasts until cured):

01-20:    “There is nothing in the world more important than me and my desires.”

21-40:    “Anyone who doesn’t do exactly what I say doesn’t deserve to live.”

41-60:    “Mine is the path of redemption. Anyone who says otherwise is intentionally misleading you.”

61-80:    “I will not rest until I have made someone else mine, and doing so is more important to me than my own life—or the lives of others.”

81-90:    “My own pleasure is of paramount importance. Everything else, including social graces, is a triviality.”

91-00:    “Anything that can bring me happiness should be enjoyed immediately. There is no point to saving anything pleasurable for later.”






(from 3.5e Fiendish Codex I Supplement - 2006):


The figure standing before the throne is darkly handsome, an ebonskinned man nearly 9 feet tall. His slightly pointed ears, yellow fangs, and six-fingered hands mark him for the demon he is.


Of the demon princes, none appears more human than Graz’zt, the Dark Prince, patron of tyrants, despots, and all those who would rule by force.


Servants, Enemies, and Goals: Graz’zt’s war with the other demon lords of the Abyss is legendary. He controls the largest kingdom—his realm covers three adjacent layers of the Abyss. Unfortunately, control of a larger realm doesn’t exactly translate into an advantage to a demon lord.  


Graz’zt’s goal is nothing less than total conquest of the Abyss. He despises the fact that Demogorgon is known as the Prince of Demons—he covets that title more than anything else. His crusade to dominate the Abyss proceeds apace. His most recent triumph was the deposing of the Demon Prince of Madness, Adimarchus. With the aid of his son, Athux, Graz’zt was able to engineer Adimarchus’s imprisonment on Carceri. Unfortunately, Graz’zt was unable to conquer Adimarchus’s realm, Occipitus. The Dark Prince’s cold war of intrigue, sabotage, and slander against Malcanthet has also been consuming much of his time of late, and Abyssal rumor holds that an all-out war between their realms is drawing nigh.  


Although a master tactician and accomplished swordfi ghter, Graz’zt’s true strengths lie in seduction and guile. It is not by force alone, he realizes, that one can win control, but by controlling those who think they are in control. He enjoys the notion that he is the most intelligent, cunning creature in the Abyss; certainly, there are few who can match him in this arena (with the possible exceptions of Malcanthet and Pazuzu).


Unlike many other Demon Princes, Graz’zt pays a great deal of attention (through spies, mostly) to what goes on in the Material Plane. He is fond of trading favors with mortals, giving aid or information now for services to be demanded later. His most infamous alliance with a mortal is his relationship with the witch-queen Iggwilv.  


Using lore stolen from the mad archmage Zagig, Iggwilv managed the audacious and shocking feats of conjuring Graz’zt and imprisoning him on the Material Plane. The two became unlikely lovers, and before long a child was born. But as time wore on, Graz’zt began to suspect Iggwilv had no intention of ever releasing him. He could see how his aid had elevated her power signifi cantly, and the time finally came when he could use some of what she had taught him to increase his own power, if only he could escape.  


Eventually, Iggwilv faltered in her control, and Graz’zt turned on her. An epic battle ensued, forcing Iggwilv to expend every spell, artifact, and ally she could, and although she managed to banish Graz’zt back to the Abyss, consigning him to a century of imprisonment, she was herself weakened to the point where she was forced to go into hiding. Eventually, Graz’zt had his revenge and managed to lure her into the Abyss where he imprisoned her for a time and was fi nally able to regain his stolen power, and then some. Iggwilv eventually escaped back to the Material Plane, and today she and Graz’zt maintain a love-hate relationship, each seeking to use the other to gain power in their own domains.  


Graz’zt’s cult is small except among certain monstrous races such as the lamias. Most of his priests, known as the Chosen, are female—a testament to his insatiable libido, although the Dark Prince has been known to take on male priests as well. His temples are dark, secluded places often guarded by lamias, harpies, or succubi with class levels.  


Graz’zt enjoys contrasts, oppositions, and mismatches others fi nd jarring or disgusting. Despite his fantastic wealth and love of the grotesque, he lives fairly simply. Wily and cunning, he keeps his mind clear from distractions so he can focus on claiming more land and minions by defeating his enemies, one at a time.  Clerics of Graz’zt have access to the domains of Chaos, Demonic, Evil, and Temptation domains. His symbol is a black, six-fi ngered hand


Strategy and Tactics: Graz’zt does not hesitate to use his spell-like abilities in combat, and he has a particular fondness for charm monster and empowered unholy blight. Near the start of any combat, he attempts to use dominate person against an obvious fighter or rogue, hoping to turn the target against his or her allies. In melee combat, Graz’zt fights with a +5 acidic burst bastard sword (which functions as a fl aming burst weapon except that it deals acid damage instead of fi re damage). He uses his fear ability against spellcasters and archers to prevent them from aiding those he fights.


Fear (Su) As a free action, Graz’zt can inspire fear (as the spell of the same name) by sneer and word once per round in any target creature within 60 feet. This effect can be resisted with a DC 37 Will save. This is a mindaffecting fear ability. The save DC is Charisma-based.


Summon Tanar’ri (Sp) Once per day, Graz’zt can automatically summon 1d2+1 glabrezu or 1 balor. This ability functions as a 9th-level spell (CL 20th).




(from 4th Edition Demonomicon - 2005):


AZZAGRAT


The Dark Prince’s triple realm of Rauwend, Barogtind, and Voorz’zt, where bustling bazaars and seedy pleasure palaces draw visitors from across the planes.


Azzagrat consists of three distinct abyssal layers woven together by the Dark Prince Graz’zt—of Rauwend (the 45th layer), Barogiind (the 46th), and Voorz’zt (the 47th). On first appearance, this realm appears safer than many other regions of the Abyss, owing to Graz’zt’s decree protecting merchants and other travelers. Characters who journey here soon discover that Azzagrat’s dangers are just better hidden than the dangers of other layers.


History: Azzagrat was established when Graz’zt, then a devil and a trusted advisor to Asmodeus, invaded the Abyss in search of the evil seed that created it. The Dark Prince was challenged by scores of demon lords as his infernal legions fought their way down the Blood Rift. First to bow down before Graz’zt was the demon lord Verin, who grudgingly abdicated control of his abyssal realm. Graz’zt renamed the layer Voorz’zt and continued his relentless march with the subsequent conquests of Barogûnd and Rauwend.


Pressure from Orcus and Demogorgon stalled further advances toward the heart of evil, prompting Graz’zt to solidify his holdings and rethink his strategy. In the end, the Dark Prince rejected his heritage and became a demon lord, carving out the Kingdom of Azzagrat from his conquered territory.


Despite setbacks and delays, the Dark Prince still has designs to add additional layers to his kingdom. With the support of his son Athux, Graz’zt recently overthrew Adimarchus, demon lord of Occipitus (the 507th Layer). He has since begun anchoring that astral dominion to Azzagrat. Likewise, Graz’zt has been spending an increasing amount of time scouting Skeiqulac, the Ocean of Tears, for future conquest. The Dark Prince’s efforts to expand his abyssal realm to that 48th Layer have thus far been stymied by his longtime nemesis, Demogorgon.





(from Planescape: For Duty & Deity - 1998):


Graz'zt, an especially powerful Abyssal lord, rules the 45th, 46th, and 47th layers of that inhospitable plane. Also known as the Lord of Shadow or the Lord of the Triple Realm, Graz'zt is famous for his pride, unusual self-control, and coolness (quite uncommon among demons). Graz'zt prefers to appear as a very tall and heavily muscled ebon-skinned man with six fingers and six toes, glowing green eyes, pointed ears, and smallish fangs. His statistics in any form are S 18/00, D 17, C 19, I 20, W 19, Ch 18.


Graz'zt enjoys contrasts, clashes, and mismatches of all kinds. Others (nondemons, in most cases) may find his presentations disturbing or jarring, such as a severed head in the center of a banquet table or a painting of a sun-dappled field hung on a gore-strewn wall. The Lord of Shadow lives simply himself, preferring monstrosities as his entertainment, not his decor. Entire rooms of his palace are devoted instead to a single color or theme such as war, blood, or storms. Eight armanites (four black and four white of these twisted, centaurlike demons) pull his carriage.


Graz'zt favors garments of a radiant white and silver weapons, and he always carries several potent magical items. He speaks the languages of demons, devils, yugoloths, devas, slaadi, githyanki, githzerai, and the common human tongue. He also possesses the ability to speak telepathically with all sentient creatures.


Combat: Though he is a skilled and powerful swordsman, Graz'zt prefers to fight with magic when he can, using whatever magical items he has on his person first. He can also call on his own personal magic, which he casts as a 20th-level mage. The Lord of the Triple Realm can use each of the following spells once per round, at will unless otherwise noted: chaos, continual darkness, disintegrate (1/day), dispel magic, duo-dimension, emotion, magic missile, mirror image, polymorph any object (1/day), polymorph other (3/day), polymorph self, read languages, read magic, telekinesis (up to 1,500 lbs.), teleport, trap the soul (1/week), vanish, veil (1/day), and water breathing.


Graz'zt is rarely forced into combat, since he is constantly escorted by a bodyguard of 13 babau. When he does enter melee, Graz'zt is a truly fearsome opponent; he can transform any weapon he holds into an acid-dripping horror, striking twice per round for normal damage plus his Strength bonus and 1d4+4 points of acid damage. If unarmed, Graz'zt strikes four times per round with his lightning-fast fists, causing 1d6+6 points of damage with each hit.


Graz'zt can gate 1d2 balor (60% chance) or 1d4+1 babau (40%) at will while in the Abyss. This Abyssal lord has been known to use the following items: a sword of sharpness,wand of frost, chime of opening, robe of eyes, and a cloak of displacement. In addition, Graz.zt has access to many magical items taken in war or forged in Abyssal furnaces; he may use any item allowable to warriors, priests, or wizards.


Followers and Resources: Graz'zt has many followers, all driven to loyalty by fear of their master. The Lord of Shadows' fickle nature and impatience with failure are well known, and he is quick to change sides if events conspire against him. If his pawns succeed at tasks they are well rewarded, but failure results in mutilation or death.


With three Abyssal layers at his disposal, Graz'zt is one of the richest lords, though he is not renowned for greed. Graz'zt uses his wealth as a weapon, deploying it to best effect against his foes, whoever they may be. He can be generous after a fashion, offering items, wealth, or power to those who want such things - for a price. The cost of such gifts is always a debt of service, task, or term of servitude.


Plots and Goals: Graz'zt is the father of Iuz, a demigod responsible for much suffering and death on the prime-material world of Oerth. His charisma and flattery have helped him beget many other such demigods on the Prime. As noted above, he himself is not above doling out a bit of magic or a few minor servants to those who seek infernal aid. His price always inflicts a toll on the soul of the being, regardless of how the deal first appears. Thus is the Lord of Shadow responsible for much mortal suffering on the Prime.


Graz'zt schemes against other Abyssal lords more than against the baatezu (or devils). He seems to care far less about the Blood War than other demon lords, seeking power on his own plane rather than the domination of another evil race. He is very wily and cunning, readier to make pacts than most demons but always twisting the wording of such pacts to his own advantage. He favors overcoming mortal opponents by guile, subtlety, and twisted words rather than simple brute force. The Lord of the Triple Realm always has three times the number of plots brewing than any other Abyssal lord, choosing to keep his options open rather than throw all his resources into any one effort.


Graz'zt's ultimate goal is to subvert and drag an entire crystal sphere from the Prime into the Abyss, thus giving him a fourth layer to rule and immeasurably more wealth, both in materials and in souls.


His current plan combines his interests in the Prime, his offspring, his desire to gain a new layer, and his “guest”, the former Torilian goddess Waukeen. With Waukeen becoming less and less tractable to further negotiations regarding the terms of her release, Graz'zt hopes to use guile, trickery, or a threat against Waukeen's life to convince Lliira to surrender the mantle of Waukeen's divinity to him or one of his semidivine offspring. So doing would gain Graz'zt a tremendous foothold of power on Toril that could bring all of Realmspace to him in time.


Graz'zt will be tremendously upset if Waukeen is freed and escapes the Abyss, but he won't be so foolish as to chase her along the Infinite Staircase, let alone follow her onto the Outlands and to her home realm. Nevertheless, he'll refuse to give up on his plans to add a new layer to his holdings, and the Realms are his most likely prospect. (He doesn't want to lose face among the Abyssal lords, so his best bet is to continue with his plans to annex the Realms and claim that Waukeen became useless to his agenda.) Therefore, Graz'zt will soon turn his attentions to the Realms, themselves, as he explores his options and opportunities.


He'll begin by sending spies across the planar boundaries to learn what they can about strengths and weaknesses across the whole of Faerûn. A likely choice of operatives for this mission are vrocks, which look like vultures from a distance, so they can travel wide distances, observe unobtrusively from above, and don illusions of humans and demihumans if need be. (Of course, other demons can polymorph themselves into other forms as well, and thus serve Graz'zt's plans.) They will seek out the power bases and most obvious threats to an invasion, and they'll look for potential allies among groups such as the Zhentarim, Banites, and Red Wizards. Their presence my not even be detected unless Waukeen remains suspicious enough of Graz.zt that she personally watches for signs of his work. (In that case, her clergy may become involved in a cold war with his Abyssal forces.) The vrocks also may kill the wrong person or people and expose themselves in the process, in which case their capture could betray Graz'zt's plans.


The Realms may or may not be in danger of becoming another layer of the Abyss, but until Graz'zt's spies are soundly defeated or someone confronts and intimidates him directly, demonic incursions into the Realms are likely to go on for years (as they have for centuries due to many unrelated reasons).

Alternate Versions

Home Plane

Abyss (45th-47th layers: Azzagat the Triple Realm)

Stat Block

5th Edition:

- 5etools

- DnDBeyond

- Mordenkainen's Tome of Foes (2018)

- Out of the Abyss (2015)

3rd Edition:

- Realmshelps.net

2nd Edition:

- Completecompendium.com

Abilities

- Waves of Sorrow Greatsword does Acid Damage
- Innate Spellcasting with a lot of powerful charm magic
- Forces charmed creatures to move as Graz'zt directs
- Infectious madness
- Teleportation
- Shapechanger
- Legendary Actions
- Legendary Resistance
- Magic Resistance
- Immune to charmed, exhaustion, frightened, poison and nonmagical attacks
- Resistant to cold, fire, lightning
- Truesight
- Telepathy

Appearance

The figure standing before the throne is darkly handsome, an ebonskinned man nearly 9 feet tall. His slightly pointed ears, yellow fangs, and six-fingered hands mark him for the demon he is.

Size

Hero Forge: 10'8" (XL)
Lore: Large (9 ft. tall)
Suggested: Large to Huge

Other Monikers

The Dark Prince, Prince of Pleasure

Sources

- Forgotten Realms Wiki

- DnDBeyond

- Mordenkainen's Tome of Foes (2018)

- Out of the Abyss (2015)

- 3.5e Fiendish Codex I Supplement (2006)

- Planescape: For Duty & Deity (1998)

- Completecompendium.com

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