Kazgaroth (5e Creature)

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Gargantuan fiend (shapechanger), chaotic evil

Armor Class 19 (natural armor)
Hit Points 261 (18d20 + 72)
Speed 50 ft., swim 30 ft.

25 (+7) 16 (+3) 19 (+4) 17 (+3) 16 (+3) 16 (+3)

Saving Throws Dex +9, Con +10, Wis +9, Cha +9
Skills Deception +9, Intimidation +9, Nature +9, Perception +9, Stealth +9, Survival +9
Proficiency Bonus +6
Damage Resistances acid, fire
Damage Immunities poison; bludgeoning, piercing and slashing from nonmagical attacks that aren't silvered
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 19
Languages Abyssal, Common, Druidic, Giant, Sylvan
Challenge 20 (25,000 XP)

Keen Smell. Kazgaroth has advantage on Wisdom (Perception) checks that rely on smell.

Fear Aura. Any creature hostile to Kazgaroth that starts its turn within 20 feet of it must make a DC 18 Wisdom saving throw, unless Kazgaroth is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to Kazgaroth's Fear Aura for the next 24 hours.

Innate Spellcasting. Kazgaroth's innate spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). it can cast the following spells without material components.

At will: detect magic, entangle, hunter's mark, thorn whip
1/day each: charm person, dominate beast, pass without trace, tree stride

Legendary Resistance (3/Day). If Kazgaroth fails a saving throw, it can choose to succeed instead.

Shapechanger. Kazgaroth can use its action to polymorph into a Medium cow, an attractive woman, a dryad, one of its previous victims or back into its true form. Its statistics, other than its AC, are the same in each form. It has an AC of 13 in humanoid or cow form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.


Multiattack (Dinosaur Form Only). Kazgaroth makes three attacks: one with its bite, one with its claw and one with its tail.

Bite (Dinosaur Form Only). Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 7 (2d6) acid damage. If the target is a Medium or smaller creature, it is grappled (escape DC 18). Until the grapple ends, the target is restrained and Kazgaroth can't bite another target. If the target is humanoid, it must succeed on a DC 16 Constitution saving throw or be cursed with werewolf lycanthropy.

Claw (Dinosaur Form Only). Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) slashing damage.

Tail (Dinosaur Form Only). Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be pushed up to 10 feet away from Kazgaroth and knocked prone.

Gore (Cow Form Only). Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 10 (1d6 + 7) piercing damage and the target must succeed on a DC 16 Strength saving throw or be knocked prone.

Acid Breath (Recharge 5-6). Kazgaroth exhales acid in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) acid damage on a failed save, or half as much damage on a successful one.


Kazgaroth 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. Kazgaroth regains spent legendary actions at the start of its turn.

Detect. Kazgaroth makes a Wisdom (Perception) check.
Tail. Kazgaroth makes a tail attack.

The body of this massive fiendish creature resembles a tyrannosaurus, although its forelimbs are similar in size to its hind legs. Its beady eyes glow a fierce red, while its gigantic maw drips a steady stream of saliva that sizzles as it strikes the ground. Its thick, powerful tail lashes and bats the ground furiously, as it balances on its heavy, clawed hindlegs.
Kazgaroth is a creation of Malar, the evil god of lycanthropes, and a minion of Bhaal, god of murder, and first appeared on the Moonshae Isles. A potent shapeshifter, Kazgaroth moves unnoticed throughout the Realms, doing his dark deity’s bidding or furthering his own foul schemes. His favorite schemes generally involve slaying a powerful leader and assuming his or her place. Kazgaroth’s ability to create lycanthropes provides him with an ever-growing army of shapechangers. He rounds out his troops with his powerful ability to change an entire battalion of warriors into werewolves known as blood warriors.
Kazgaroth draws power from the death, decay, and corruption he causes. He has long battled the Earthmother (Chauntea-Greater Deity) and her worshippers, and is considered one of the greatest threats to the natural order in Faerûn by druids, rangers, and other champions of nature.
Although Kazgaroth can be slain, he always rises again a few years later to once again terrorize the Realms. It is said that only the legendary Sword of Cymrych Hugh can permanently destroy the beast. Even then, his essence may live on within the Heart of Kazgaroth, a black, stonelike artifact of great power.
Kazgaroth in its tyrannosaurus form is 50 feet long, 18 feet tall and weighs 7 tons.

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