Zagum

(Chains of Asmodeus)

Medium fiend (devil), Lawful Evil

Armor Class19 (natural armor)
Hit Points255 (30d8 + 120)
Speed30 ft.
STRDEXCONINTWISCHA
17 (+3) 16 (+3) 18 (+4) 22 (+6) 25 (+7) 27 (+8)
Saving ThrowsCha +14, Int +12, Wis +13
SkillsArcana +12, Deception +20, Insight +13, Intimidation +14, Performance +14, Persuasion +20
Damage Vulnerabilities—
Damage Resistancescold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered
Damage Immunitiesfire; poison; psychic
Condition Immunitiescharmed; poisoned
Sensesdarkvision 120 ft., passive Perception 17
LanguagesCelestial, Common, Draconic, Infernal, telepathy 120 ft.
Challenge20

Traits

Contractually Obligated.

Zagum has advantage to hit creatures under an infernal contract and when he hits such creatures he delivers an additional 9 (2d8) damage of a type the target is most vulnerable to. A creature bound under an infernal contract also makes all saving throws against effects originating from Zagum with disadvantage.

Devil's Sight.

Magical darkness doesn't impede Zagum's darkvision.

Magic Resistance.

Zagum has advantage on saving throws against spells and other magical effects.

Actions

Multiattack.

Zagum makes three attacks with Disarming Tongue or Oration.

Disarming Tongue.

Melee Attack Roll: +9 to hit, reach 10 ft., one target. Hit: 10 (3d4 + 3) slashing damage. A target hit by this attack has vulnerability to psychic damage until the start of their next turn.

Oration.

Ranged Spell Attack Roll: +14 to hit, range 60 ft., one target. Hit: 35 (6d8 + 8) psychic damage.

Legal Jargon (Recharge 4-6).

Zagum chooses a point he can see within 90 feet of him. All creatures within a 20-foot-radius sphere centered on that point must make a DC 22 Wisdom saving throw. Creatures that fail the save are confused for up to 1 minute and must roll a d10 at the start of each of their turns.

On a 1, a creature moves in a random direction then ends their turn. On a 2-6, a creature can't use actions this turn. On a 7-8, a creature must use their action to make a melee attack against a randomly determined creature within their reach that is not a Fiend. On a 9-10, a creature can move and act normally.

A confused creature may repeat the saving throw at the end of its turn, ending the effect on a success.