Imgig Zu (5e Creature)
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Large fiend, chaotic evil Armor Class 18 (breatplate +2)
Saving Throws Con +10, Wis +7, Cha +8 Innate Spellcasting. Imgig Zu's innate spellcasting ability is Charisma (spell save DC 16). Imgig Zu can cast the following spells, requiring no material components: 1/Day each: alter self, animate object, earthquake, flesh to stone, transmute rock Spellcasting. Imgig Zu is a 13th level spellcaster (spell save DC 17, +12 to hit with spell attacks). He has the following Wizard spells prepared: Cantrips (At will): fire bolt, mold earth, shocking grasp, thunderclap 1st level (4 slots): comprehend languages, magic missile, shield 2nd level (3 slots): earthbind, shatter 3rd level (3 slots): counterspell, dispell magic, erupting earth, melf's minute meteors, thunder step 4th level (3 slots): fabricate, stone shape, wall of fire 5th level (2 slots): cone of cold, conjure elemental, immolation, passwall, wall of stone 6th level (1 slot): contingency, create undead 7th level (1 slot): forcecage, crown of stars Magic Resistance. Imgig Zu has advantage on saving throws against spells and other magical effects. Natural Armor. While not wearing any armor, Imgig Zu has an AC of 14. ACTIONSMultiattack. Imgig Zu makes three melee attacks. Imgig Zu's Staff of Withering.: Melee weapon attack: +12 to hit, reach 5 ft., one target. Hit: 10 (1d6 + 7) bludgeoning damage plus 10 (2d10) necrotic damage, and the target must make a DC 15 Constitution saving throw. On a failure, the target has disadvantage for 1 hour on any ability check and saving throw that uses Strength or Constitution. Claw.: Melee weapon attack: +11 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage. Gore.: Melee weapon attack: +11 to hit, reach 5th., one target. Hit: 10 (1d8 + 6) piercing damage, and the target must succeed on a DC 17 Strenght saving throw or be knocked prone.
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A fiendish warlord of unknown but extraplanar origin. Imgig Zu killed Priam Agrivar's father to obtain the Eye of Selûne, and he seeks Priam's half-sister Cybriana, the one person whose magic can unlock the terrible secrets hidden within the gem. He's the antagonist of the first arc of the AD&D comic. His threat is what brings the various heroes together for the first time, leading them to form a long-term adventuring party once he has been dealt with. |
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