Imgig Zu (5e Creature)

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Imgig Zu[edit]

Large fiend, chaotic evil


Armor Class 18 (breastplate)
Hit Points 147 (14d10 + 70)
Speed 30 ft.


STR DEX CON INT WIS CHA
23 (+6) 14 (+2) 20 (+5) 19 (+4) 15 (+2) 16 (+3)

Saving Throws Con +10, Wis +7, Cha +8
Skills Arcana +9, Deception +8, Insight +7, Intimidation +8, Perception +7
Proficiency Bonus +5
Damage Resistances fire, lightning; bludgeoning, piercing and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses truesight 120 ft., passive Perception 17
Languages Abyssal, Common, Elvish, Primordial, Sylvan
Challenge 15 (13,000 XP)


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 objects, earthquake, flesh to stone, transmute rock

Spellcasting. Imgig Zu is a 13th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 17, +9 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, dispel 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.

Magic Ward. Imgig Zu has a +2 bonus to his AC (included in the AC).

ACTIONS

Multiattack. Imgig Zu makes three attacks: one with his staff of withering, one with his claws, and one with his gore.

Staff of Withering (3 Charges). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) bludgeoning damage, or 10 (1d8 + 4) bludgeoning damage if used with two hands, and Imgig Zu can expend 1 charge to deal an extra 11 (2d10) necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.
The staff regains 1d3 expended charges daily at dawn.

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 5 ft., one target. Hit: 10 (1d8 + 6) piercing damage, and the target must succeed on a DC 17 Strength saving throw or be knocked prone.


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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