Graz’zt, The Dark Prince
“Graz’zt: The Six-Fingered Demon Lord Seducing Mortals and Outsmarting Gods—You Won’t Believe Who Fell for His Deal!”

Towering at nine feet tall, Graz’zt cuts a striking silhouette — a lithe, muscular figure cloaked in sensual menace. His skin gleams like polished obsidian, his six-fingered hands end in elegant claws, and his eyes burn with a baleful green light. Yellowed fangs, pointed ears, and six subtle black horns hidden in his thick, jet-black hair complete his otherworldly beauty. These infernal traits persist no matter what form the Dark Prince adopts, marking him unmistakably as something both regal and terrifying. He is universally regarded as the most handsome demon in the Abyss, and his wardrobe reflects that reputation — resplendent robes and finery woven from the rarest, most decadent materials in the multiverse.
In battle, Graz’zt is a graceful engine of destruction, wielding an acid-laced greatsword and a towering profane shield. Yet his deadliest weapons are not forged of steel, but of seduction, strategy, and sorcery. A master manipulator, he wields charm, deceit, and psychic domination with surgical precision. His enemies are as often enthralled as they are slain.
Though an apex predator in melee, Graz’zt prefers diplomacy, psychological warfare, and deception. He relishes striking bargains, whispering poisoned truths, and convincing enemies to serve him willingly. Yet make no mistake — his preference for words over war is not borne of weakness. When he fights, he does so with the merciless efficiency of a born killer.
In combat, Graz’zt opens with quickened dispel magics, disrupting wards and defenses with contemptuous ease. He follows with spells of charm, command, and domination, turning his foes against each other. By the second round, he is in melee, personally carving through the weakest enemies while compelling the strongest to fight for him. If wounded, he retreats momentarily — only to reappear at full strength, ready to finish what he started.
Goals and Grand Designs
It’s said that for every layer he rules, Graz’zt has a thousand plots — and since he rules three layers of the Abyss (collectively known as Azzagrat), the scale of his ambition is almost unimaginable. Some whisper that his schemes rival those of archdevils, and indeed, his realm is mockingly called the Little Hells. Those who dare voice such insults usually vanish, dragged into the shadows by his enforcers.
Though he wages war across the Abyss, Graz’zt’s true genius lies in manipulation, alliance, and betrayal. He has ruled Azzagrat unchallenged for centuries, even surviving a lengthy imprisonment on the Material Plane. His political savvy is unmatched among demonkind, making him the only demon lord to successfully hold and administer multiple layers of the Abyss over the long term.
His most trusted advisor is the enigmatic diplomat Verin, who represents Graz’zt’s will across the planes. Verin’s mirror-self, Ztefano, is a master of sabotage and discord — making the duo a perfect extension of Graz’zt’s will: unite when needed, divide when necessary.
Graz’zt maintains complicated relationships with fellow demon lords — Rhyxali, his sister; Zuggtmoy, the Demon Queen of Fungi; and Pale Night, rumored to be his mother. He has even extended fragile truces to former enemies like Ebulon, sending forces into the Wells of Darkness in a failed rescue attempt. Yet no rival consumes his mind like Demogorgon, the Prince of Demons — a title Graz’zt covets above all else. His wars with Orcus, Malcanthet, Yeenoghu, and Baphomet rage on, but Demogorgon remains the target of his deepest enmity.
Graz’zt’s plans extend far beyond the Abyss. He once captured the goddess Waukeen, schemed to depose Lolth, and nearly replaced a god with his own daughter Thraxxia. He dreams now of absorbing an entire world from the Material Plane into his realm — converting the Nerebdian Vast into a fourth kingdom, abetted by Rhyxali herself.
His ultimate ambition? To unite all fiends of the Lower Planes into one terrible force and lead them in a war of annihilation against the Upper Planes. Every whispered lie, every battlefield triumph, every broken pact — all of it brings him one step closer to this apocalyptic goal.
Family, Lovers, and Spawn
Graz’zt’s allure is infamous across the multiverse. Tales abound of the Dark Prince appearing to mortals in dreams or rituals, offering dark power in exchange for devotion — or pleasure. His bloodline is scattered across the planes: his half-fiend son Athux leads his armies, his daughter Thraxxia works as his personal assassin, and the cambion diplomat Rule-of-Three carries his voice into infernal circles. Other progeny include Belyara and the Blooded Baron Arzial.
His most famous consort was Iggwilv, the witch-queen who once imprisoned him. Their entanglement produced the infamous Iuz, a demigod tyrant, and another unnamed child. Some claim that Graz’zt, despite all, truly fell in love with his captor.
The Court of the Dark Prince
Within the perfumed halls of his Argent Palace, Graz’zt holds court amid six seductive lamias, two loyal marilith bodyguards, and a host of depraved beauties and horrors. Verin and Ztefano oversee diplomacy and strategy, while Orwantz, a brutish goristro, enforces his rule at Azzagrat’s borders. His court is equal parts opulent and terrifying — beauty masking horror, pleasure hiding pain.
Even failed allies may still serve him: Raxivort, the treacherous god of xvarts, once served as Graz’zt’s steward before fleeing. Graz’zt now hunts him with relentless fury.
The Cult of Graz’zt
Though not a true deity, Graz’zt is worshiped across countless worlds. Lamia, succubi, and twisted mortal cults serve him in ceremonies soaked in blood and lust. His most zealous clerics are known as the Chosen, and their rituals revolve around themes of domination, betrayal, and pleasure.
Legends say he once breathed life into the first of the Vasharans, a race obsessed with the destruction of gods — a legacy so horrific that even other demons whisper of it with caution.
Graz’zt 5e
Graz’zt 5e
Graz’zt 3.5
Graz’zt, The Dark Prince
Medium Fiend (Demon, Shapechanger), Chaotic Evil
Armor Class 27 (natural armor, Glamoured Obsidian Plate)
Hit Points 878 (41d12 + 369)
Speed 60 ft., fly 90 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
26 (+8) | 27 (+8) | 28 (+9) | 27 (+8) | 24 (+7) | 30 (+10) |
Saving Throws Dex +17, Con +18, Wis +16, Cha +19
Skills Deception +19, Insight +16, Perception +16, Persuasion +19, Stealth +17
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities poison, psychic
Condition Immunities charmed, frightened, poisoned
Senses truesight 120 ft., passive Perception 26
Languages Abyssal, Common, telepathy 120 ft.
Challenge 34 (500,000 XP)
Innate Spellcasting.
Graz’zt’s innate spellcasting ability is Charisma (spell save DC 27, +19 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: detect magic, dispel magic, charm person, major image, darkness, suggestion, greater invisibility
3/day each: counterspell, dominate person, teleport, feeblemind, synaptic static, plane shift (self only)
1/day each: power word stun, time stop, imprisonment, meteor swarm, wish (as per a dark and twisted version)
Domain & Spiral Worlds Spells:
- Darkness Domain: darkvision, silence, darkness, vampiric touch, shadow of moil
- Temptation Domain: suggestion, enthrall, dominate person, geas
- Unique Spells (Spiral Worlds):
- Graz’zt’s Long Grasp: Grapple at 60 ft.
- Acid Breath: 60-ft cone, 16d8 acid damage (Dex save DC 25 half)
- Darkbolt: Ranged spell attack, 8d10 necrotic
- Shadow Fade: Graz’zt becomes invisible in dim light or darkness for 1 minute
Legendary Resistance (3/Day).
If Graz’zt fails a saving throw, he can choose to succeed instead.
Magic Resistance.
Graz’zt has advantage on saving throws against spells and other magical effects.
Magic Weapons.
Graz’zt’s weapon attacks are magical.
Shapechanger.
Graz’zt can use his action to polymorph into a humanoid or fiend he has seen, or back into his true form. He reverts to his true form if he dies.
Actions
Multiattack.
Graz’zt makes three melee attacks.
Wave of Obsession (Greatsword of Seduction). Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 32 (4d10 + 10) slashing damage plus 18 (4d8) psychic damage. The target must succeed on a DC 27 Wisdom saving throw or be charmed until the end of Graz’zt’s next turn.
Seductive Gaze (Recharge 5–6).
Graz’zt targets one creature he can see within 60 feet. The target must make a DC 27 Wisdom saving throw or become charmed for 1 minute. While charmed, the target is incapacitated and has a speed of 0. The creature can repeat the save at the end of each of its turns.
Entropic Touch.
When Graz’zt hits with a melee attack, he can choose to channel entropic force: the target must make a DC 25 Constitution saving throw or suffer one level of exhaustion.
Legendary Actions
Graz’zt 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. Graz’zt regains spent legendary actions at the start of his turn.
- Command Lesser Demon. Graz’zt commands a demon within 60 ft. to use its reaction to make an attack or cast a spell.
- Darkbolt. Graz’zt casts darkbolt.
- Teleport (Costs 2 Actions). Graz’zt magically teleports up to 120 feet to an unoccupied space he can see.
Lair Actions
On initiative count 20 (losing initiative ties), Graz’zt can use a lair action to cause one of the following effects:
- Twisted Terrain. Shadows warp into grasping tendrils. Each creature Graz’zt chooses within 60 feet must succeed on a DC 25 Strength saving throw or be restrained by shadowy bonds until the next round.
- Black Mirror. A reflective obsidian mirror appears and casts mirror image on Graz’zt.
- Lure of the Abyss. A wave of madness flows from Graz’zt’s throne. All creatures within 120 feet must succeed on a DC 25 Charisma saving throw or be charmed until the end of their next turn.
Regional Effects
The region containing Graz’zt’s lair is warped by his presence, which creates the following effects:
- Dark Seduction. Within 6 miles of the lair, creatures feel compelled to serve their baser urges. Saving throws against charm effects have disadvantage.
- Whispers in the Dark. Graz’zt can communicate telepathically with any creature within 6 miles.
- Shadow Deepens. Light sources shed only half as much light in Graz’zt’s domain.
If Graz’zt is destroyed, these effects fade over 1d10 days.
Equipment:
- Glamoured Obsidian Plate Armor: Grants resistance to radiant damage and allows disguise self at will.
- Greatsword of Seduction: Sentient weapon that enhances charm-based spells.
Graz’zt is a master manipulator, lover, tyrant, and overlord. Facing him is not simply a test of might, but of will and identity.
Graz’zt
Kain’s 5e Monstrous Manual – Page 18 – Dicefreaks
Large fiend (demon, shapechanger), chaotic evil
________________________________________________________________________________
Armor Class 25 (natural)
Hit Points 540 (36d10 + 180)
Speed 40 ft.
________________________________________________________________________________
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
22 (+6) | 25 (+7) | 21 (+5) | 23 (+6) | 21 (+5) | 26 (+8) |
________________________________________________________________________________
Saves Dex +15, Con +13, Wis +13
Skills Deception +24, Insight +21, Perception +13, Persuasion +24
Damage Resistance cold, fire, lightning
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical weapons.
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses truesight 120 ft., passive Perception 23
Languages all, telepathy 120 ft.
Treasure Angdrelve
Challenge 28 (120,000 XP)
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Fast Heal: Graz’zt regains 10 hit points at the start of his turn. If Graz’zt takes radiant damage, this trait doesn’t function at the start of his next turn. Graz’zt dies only if he starts his turn with 0 hit points and doesn’t regenerate. If Graz’zt is in darkness, he regains 20 hit points.
Legendary Resistance (3/day). If Graz’zt fails a saving throw, he can choose to succeed instead.
Magic Resistance. Graz’zt has advantage on saving throws against spells and other magical effects.
Magic Weapons. Graz’zt’s weapon attacks are magical.
Shapechanger. Graz’zt can use a bonus action to polymorph into any Small, Medium or Large creature, or back into his true form. Other than his size and movement speeds, his statistics are the same in each form. Any equipment he is wearing or carrying isn’t transformed. He reverts to his true form if he dies.
Innate Spellcasting. Graz’zt’s spellcasting ability is Charisma (spell save DC 24). He can innately cast the following spells as 9th level spells, requiring no material components:
- At will: charm person, crown of madness, detect magic, dispel magic, dissonant whispers, magic missile, telekinesis, unhallow
- 3/day each: counterspell, darkness, dominate person, sanctuary, teleport, true polymorph
- 1/day each: disintegrate, dominate monster, greater invisibility, shapechange
ACTIONS
________________________________________________________________________________
Multiattack Graz’zt makes three attacks with Angdrelve.
Angdrelve. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 24 (4d6 + 10) slashing damage plus 21 (6d6) acid damage.
Sneer. All creatures within 30 ft. of Graz’zt must make a DC 24 Wisdom saving throw or become charmed and frightened for 1 minute. A creature that successfully saves against this effect has advantage on all future saves against Sneer for 24 hours.
Summon Demons Graz’zt summons one of the following: three glabrezu, six succubi or a balor. If Graz’zt uses this ability multiple times, the previous demons return from whence they came.
Teleport. Graz’zt magically teleports, along with any equipment he is wearing or carrying, to an unoccupied space he can see.
LEGENDARY ACTIONS
________________________________________________________________________________
Graz’zt 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. Graz’zt regains spent legendary actions at the start of his turn.
Attack. Graz’zt makes an attack with Angdrelve.
Dance My Puppet Any creatures charmed by Graz’zt must use their reaction to move up to their speed as Graz’zt directs.
Magic. Graz’zt uses an at will innate spell.
Teleport. Graz’zt uses his teleport action.
LAIR ACTIONS
________________________________________________________________________________
On initiative count 20 (losing initiative ties), Graz’zt takes 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 alir 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, which creates one or more of the following effects. If Graz’zt dies, these effects fade over the course of 1d10 days.
• 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 24 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.
Madness of Graz’zt
A creature that goes mad in Graz’zt’s lair or within sight of the demon lord gains a character flaw as listed below.
1-20 | “Nothing is more important to me than admiring my own reflection. Anyone who doesn’t appreciate my beauty is a fool.” |
21-40 | “Sex is a great solution to all of life’s problems. Why doesn’t anyone else get this?” |
41-60 | “My appetite for delicious, pleasurable substances knows no bounds. I’ll do anything to get more.” |
61-80 | “To properly honor my dark beautiful lord, I must prepare intricate, debauched rituals.” |
81-100 | “Anyone who doesn’t do exactly what I say deserves no happiness.” |
Graz’zt, The Dark Prince
Originally Posted by RAGNAROKISCOMING2007 of the Wizards Community forums.
Graz’zt, The Dark Prince | |
Large outsider (chaotic, evil, extraplanar, tanar’ri) | |
Symbol | Graz’zt’s six-fingered hand or a black silhouette of his head with glowing green eyes |
Cosmic Rank | 17 (20 in Azzagrat) |
HD | 93d8 + 1,674 + 120 (2,538 hp) |
Initiative | +23 |
Speed | 90 ft. |
AC | 97 (+18 armor, +21 deflection, +15 Dexterity, +35 natural, -1 size) touch 44, flat-footed 82; displacement (50 % miss chance) |
BAB/ Grapple | +93/+113 |
Attack | +9 acidic blast, keen, speed, unholy power, vile, greatsword, Zelumicor +121 melee (3d6 + 41 + 3d6 acid + 3d6 unholy + 1 vile/17-20/x2) |
Full attack | +9 acidic blast, keen, speed, unholy power, vile, greatsword, Zelumicor +121/+121/+116/+111/+106 melee (3d6 + 41 + 3d6 acid + 3d6 unholy + 1 vile/17-20/x2) |
Space/reach | 10ft./10ft. |
Special attacks | Breath Weapon, Constrict, Epic Spell-like Abilities, Fear, Flames of Azzagrat, Graz’zt’s Arcane Fire, Improved Grab, Shadow Jump, True Mastery of the Elements, True Spell Power of Grazzt, Tyrannical Stare, Shadow Bolt, Shadow Field, Spell-like Abilities, Summon Lamia, Summon Tanar’ri, Summon Shadows,Toss |
Special qualities | Darkvision 120ft., DR 40/Epic Good and cold iron, Energy Resistance to Cold 50, Fire 50, Immunity to Acid, Electricity and Poison, Immunity to Ability Damage, Ability Drain, Energy Drain, Mind- Affecting Effects, Petrification, and Polymorphing, Fast Healing 30, Item Master, Low-Light Vision, Prince of Shadows, Prince of Tyrants, Ravaged Form (Acidic Blood), Ravaged Form (Dark Beauty), Regeneration 35, SR 103, Telepathy 1000 ft., true seeing |
Saves | Fort +72, Ref +69, Will +71 |
Abilities | Strength 43, Dexterity 40, Constitution 46, Intelligence 47, Wisdom 44, Charisma 52 |
Skills | Appraise +114, Balance +111, Bluff +129, Climb +112, Concentration +114, Decipher Script +114, Diplomacy +132, Disguise +117, Forgery +114, Gather Information +117, Hide +122, Intimidate +132, Jump +136, Knowledge (Arcana) +114, Knowledge (history) +114, Knowledge (religion) +114, Knowledge (the planes) +114, Listen +113, Move Silently +111, Search +114, Sense Motive +115, Spellcraft +114, Spot +113, Survival +113, Tumble +111, Use Magic Device +113 |
Feats | Cleave, Combat Casting, Combat Expertise, Combat Reflexes, Dark Speech, Dodge, Great Cleave, Great Fortitude, Greater Spell Focus (enchantment), Greater Spell Penetration, Greater Weapon Focus (greatsword), Greater Weapon Specialization (greatsword), Improved Disarm, Improved Feint, Improved Initiative, Improved Sunder, Iron Will, Leadership (93), lightning reflexes, Magical Aptitude, Mobility, Negotiator, Persuasive, Power Attack, Quicken Spell-Like Ability (eagle’s splendor), Quicken Spell-Like Ability (Graz’zt’s Long Grasp), Skill Focus (Diplomacy), Skill Focus (Intimidate), Spell Focus (enchantment), Spell Penetration, Spring Attack, Weapon Focus (greatsword), Weapon Specialization (greatsword), Whirlwind Attack |
Epic Feats | Blinding Speed, Epic Fortitude, Epic Leadership (93), Epic Reflexes, Epic Skill Focus (Bluff), Epic Skill Focus (Diplomacy), Epic Skill Focus (Intimidate), Epic Spellcasting, Epic Spell Penetration, Epic Toughness (x6), Epic Weapon Focus (greatsword), Epic Weapon Specialization (greatsword), Epic Will, Improved Combat Casting, Improved Combat Reflexes, Improved Whirlwind Attack , Legendary Commander, Superior Initiative |
Environment | Azzagrat (Abyss) |
Organization | Solitary or Group (Graz’zt, 5 marilith (40 HD), and 10 succubus) |
CR | 70 |
Treasure | Zelumicor, Graz’zt’s Armor and Quintuple Standard |
Alignment | Chaotic Evil |
Combat
Graz’zt loves to cause destruction with his spell-like abilities. However, for those who are foolish enough to face him in melee combat he will not back down. If out numbered, hell summon help.
Breath Weapon (Su): Graz’zt can spit forth a 150 ft. line of glowing, green acid. It deals 40d8 points of violated acid damage. Half is acid, while the other half is unholy. Reflex save DC 79 halves. He can use this once every 1d6 rounds.DC is Constitution-based.
Constrict (Ex): If Graz’zt successfully grapples an opponent with his sword, he deals an extra 6d6 + 61 points of damage.
Fear (Su): As a free action, Graz’zt can invoke a fear effect at will. Will save DC 82 negates. DC is Charisma-based.
Flames of Azzagrat (Su): Graz’zt controls the flames the cover his triple realm, Azzagrat.
As a standard action Graz’zt can let loose one of the following.
- -He can launch a 160 ft. cone of burning hot green flames from his hand. It deals 27d12 points of violated fire (half fire, half unholy) damage plus 2d6 Constitution damage as it burns both body and soul. Reflex save 82 halves damage. If the targeted creature’s Constitution reaches 0, their soul is destroyed. Only a greater god can restore the creature back to life. DC is Charisma-based.
- -He can launch forth a 160 ft. cone of purple flames from his hand. These flames are the very flames stored in Graz’zt’s ovens, which dot his triple realm. Thus, the flames deal 27d12 points of violated cold (half cold, half unholy) damage plus 2d6 Dexterity damage as it freezes its victim. Reflex save 82 halves damage. If the targeted creature’s Constitution and hp reaches 0, they are frozen in purple ice and their souls are trapped within as if by a Trap the soul spell. If the targeted creature’s Constitution reaches 0, they are merely frozen in purple ice. Only a miracle or wish spell can unfreeze the victim. As a free action on his next turn, Graz’zt can send his all who are frozen in this fashion, straight to Azzagrat. Once they reach the layer they are still frozen, whether they are dead or alive. DC is Charisma-based.
Graz’zt’s Arcane Bolt (Su): As a full-round action, Graz’zt can unleash a devastating bolt of green and purple flames, which intertwine with each other. The bolt is 20 ft. wide and 600 ft. long. It deals 66d6 points of damage plus 6d6 Constitution damage. Reflex save DC 87 halves damage. If the targeted creature’s Constitution reaches 0, their soul is utterly destroyed. Only a greater god can restore the creature back to life. Even then, they have a 66% chance of failing. Graz’zt can use this power 16 times per day. DC is Charisma-based.
Improved Grab (Ex): When Graz’zt attacks with his sword, he can cause it to grapple his target. If successful, he can constrict or toss them.
Item Master (Ex): Graz’zt can use any magic item, but he does not create them.
Prince of Shadows: As the Prince of Shadows, Graz’zt gains total concealment when in the shadows. He also gains +2 bonus to DC of shadow-based spells such as shadow blast, shadow fade,etc.
Prince of Tyrants: As the Prince of Tyrants, Graz’zt enchantment spells are hard to ignore. He gains a +6 bonus to DC of spells that are in the enchantment school.
Ravaged Form (Acidic Blood): Graz’zt’s blood is highly acidic. Slashing and piercing weapons that strike Graz’zt cause his blood to spew forth from his wounds dealing 6d6 points acid of damage to the attacker. So potent is Graz’zt’s acidic blood, that it ignores any acid resistance or immunities a creature may have. Reflex save DC 79 halves damage. Bludgeoning weapons do not cause his blood to spew forth.
Ravaged Form (Dark Beauty): Graz’zt’s infernal beauty is undeniable. Those looking at him must succeed a Will save DC 82 or be affected as if by a charm monster/person spell. If the creatures successfully save against this effect, they are immune to it for the next 24 hours.
Regeneration (Ex): Graz’zt takes normal damage from epic, good, and cold iron weapons. He takes normal damage from good-aligned spells.
Shadow Bolt (Su): As a standard action, Graz’zt can unleash a blackish-purple bolt of energy. It is 300 ft. long and deals 100 points of damage. Reflex save DC 82 halves.The targeted creatures must then succeed on a Fortitude save DC 82 or gain 3d6 negative levels. For each negative level a creature gains, Graz’zt gains 15 temporary hit points. These hit points cannot exceed his normal hp limit. DC’s are Charisma-based.
Shadow Field (Su): As a full round action, Graz’zt can erect a barrier of shadows around himself. Graz’zt creates a 30 ft. radius of shadows around himself for 60 rounds.
Light- or fire-based spells aimed at Graz’zt are impeded unless the caster succeeds a Spellcraft check DC 82. Any creature stepping into the shadow field, step into absolute coldness. They take 10d6 points of cold damage per round (no save).
Creatures must succeed a Fortitude save DC 82, each round they are within the shadow field, or gain 1d6 negative levels. For each negative level a creature gains, Graz’zt gains 15 temporary hit points. These hit points cannot exceed his normal hp limit. Graz’zt also gains total concealment while the field is active, and he can disperse the effect at anytime as a standard action. DC’s are Charisma-based.
Shadow Jump (Su): Graz’zt can jump between shadows as a shadow dancer. Only he uses his cosmic rank, 17, to determine how many miles he can shadow jump, meaning he can shadow jump up to 17 miles.
Spell-like Abilities: CL 105; DC 48 + spell level; DC 56 + spell level (enchantments); DC 50 + spell level (shadow-based)
At will – acid breath, astral projection, bestow curse, blasphemy, charm monster, damning darkness, darkbolt, daze, daze monster, deeper darkness, demand, desecrate, detect good, detect law, detect thoughts, discern location, eagle’s splendor (quickened), eyebite, feeblemind, fireball, fox’s cunning, fly, Graz’zt’s long grasp (quickened), dispel magic, greater, greater dispel magic, hold monster, hold person, ice storm, insanity, lightning bolt, magic missile, charm monster mass, mirror image, owl’s wisdom, scorching ray, shades, shadow blast, shadow fade, shadow walk, shapechange, suggestion, telekinesis, teleport without error, tongues (self only), touch of idiocy, unhallow, unholy aura, unholy blight, water breathing, wall of fire, wall of ice, wall or iron, water breathing, wretched blight
6/day – antimagic field, bestow greater curse, disintegrate, dominate monster, dominate person, meteor storm, symbol of persuasion, symbol of weakness, trap the soul, veil, wish
Epic Spell-like Abilities: Graz’zt can cast up to 11 epic spells per day.
Summon Lamia (Sp): 6/day, Graz’zt can summon 3d6 lamia
Summon Tanar’ri (Sp): 12/day, Graz’zt can summon 6 succubi (bard 20), or 1d6 + 1 advanced mariliths (36 HD), or 1d4 advanced glabrezu (sorcerer 20), or 1 advanced balor (45 HD)
Summon Shadows (Sp): 6/day, Graz’zt can summon 6d6 + 6 greater shadows.
Toss (Ex): If Graz’zt successful grapples an opponent he can toss them 100 ft. in any direction dealing 10d6 points of falling damage. The tossed creature must then succeed a Fortitude save DC 77 or be knocked prone for 6 rounds. He can only toss creatures of Huge or smaller size. DC is Strength-based.
True Mastery of the Elements (Su): Graz’zt is none throughout the cosmos as one of the strongest magic-users who isn’t a sorcerer or wizard. He can alter the type of energy his spell-like abilities.
True Spell Power of Graz’zt (Su): Graz’zt is none throughout the cosmos as one of the strongest magic-users who isn’t a sorcerer or wizard. Like an archmage, Graz’zt can cast spells at a higher level the actually he is. He gains a +6 bonus to his caster level.
Tyrannical Stare (Su): Graz’zt can target one creature with his gaze as a standard action. A creature who gazes into Graz’zt eyes must succeed a Will save DC 82 or bend to his will. At this point, Graz’zt can cause 1 of the following effects:
- He can cause the creature to obey his commands as if they were affected by a dominate person monster spell of 93rd level.
- He can hold the creature in place as if they were affected by a Hold Person monster spell of 93rd level.
- He can cause the creature to cower in fear in front of him for 6d6 minutes.
- He can hypnotize the creature as if they were affected by a hypnotize spell of 93rd level.
Graz’zt’s Possessions:
Zelumicor: This foul blade is a wavy, jagged greatsword, which drips profusely with acid. It function as a +9 acidic blast, keen, speed, unholy power, vile, greatsword. With each strike, the acid from the blade splashes out in a 10 ft radius of the struck creature. Any creature within range takes 3d6 points of acid damage, even if Graz’zt fails to strike his target. On a successful critical hit, acid pours into the victim’s wounds. For 6 rounds the acid eats away at the victims innards, dealing 5d6 points of acid damage plus 1d6 Constitution drain.
Fortitude save DC 82 (Charisma-based) halves damage. Even if successful, the creature still takes a -6 penalty to attack, damage, and saves from the terrible pain. If unsuccessful, the target doubles over in pain for 1 round and is considered helpless.
If the creature’s Constitution score reaches 0, it dies and becomes a puddle of acid, blood, and liquefied flesh. A miracle or wish spell restores the creature’s body, but it is still dead (-10 hp). After its body is restored, it can be raised normally. Graz’zt can also turn the sword into a black viper, which he can then use to constrict or toss a foe.
Graz’zt’s Armor: This shiny, silvery full-plate is glamered to appear as lighter armor, which reveals more of his ‘flawless’ body. It functions as a +10 cold warding, fire warding, glamered, greater shadow, mithral fullplate . He receives no penalties for wearing this armor. Any acid damage done to Graz’zt is absorbed and converted to temporary hit points as long as he wears this armor. These hit points cannot exceed his normal hp limit.