Kazuul, Exarch of Demogorgon

Large fiend (demon), chaotic evil

Armor Class 20 (plate)

20 (plate) Hit Points 324 (24d10 + 192)

324 (24d10 + 192) Speed 30 ft., fly 50 ft.

STR DEX CON INT WIS CHA 28 (+9) 14 (+2) 27 (+8) 15 (+2) 17 (+3) 20 (+5)

Saving Throws Wis +8, Con +13, Dex +7

Wis +8, Con +13, Dex +7 Skills Athletics +14, Insight +8, Nature +7, Religion +7

Athletics +14, Insight +8, Nature +7, Religion +7 Damage Resistances bludgeoning, piercing, slashing

bludgeoning, piercing, slashing Senses truesight 120 ft., passive Perception 13

truesight 120 ft., passive Perception 13 Languages Common, Abyssal

Common, Abyssal Challenge 15 (13000 XP)

Magic Weapons. Kazuul's weapon attacks are magical.

Legendary Resistance (3/day). If Kazuul fails a saving throw, he can choose to succeed instead.

Actions

Multiattack. Kazuul makes two attacks, one with the Tooth of Grom and one with Worldsplitter

Tooth of Grom. Melee Weapon Attack: +12 to hit, reach 10 ft., one creature. Hit: 29 (3d10 + 12) slashing damage. On hit the target must make a DC 18 wisdom saving throw or they are infected with Kazuul's bloodlust and they must make a melee attack against a target of Kazuul's choice.

World Splitter. Melee Weapon Attack: +12 to hit, reach 10 ft., one creature. Hit: 32 (3d12 + 12) slashing damage. On hit the target must make a DC 18 strength saving throw or be knocked prone.

Vortex of Blades (Recharge 5-6). Kazuul spins with an unnatural speed and ferocity, slashing at everything around him. Each creature within 15' of Kazuul must make a DC 20 Dexterity saving throw. On a failed save, a creature takes 34 (4d10+12) slashing damage and is stunned until the end of Kazuul's next turn

Word of Doom (Recharge 5-6). Kazuul speaks a word of power, dooming all those around him to die by his sword. Each creature within 15' of Kazuul must make a DC 18 Wisdom saving throw or take 37 (6d6+15) psychic damage, or half as much on a successful save, and Kazuul can score a critical hit against the target on an attack roll of 17-20 until the end of his next turn.

Abyssal Flames. Kazuul's eyes flash and a pillar of flames erupts from the ground where his ire lands. Each creature in a 15 ft. diameter 100 ft. high cylinder within 100 ft. of Kazuul must make a DC 20 dexterity saving throw or take 22 (4d6+8) fire damage, or half as much on a successful one.

Reactions

Parry. Kazuul adds 5 to his AC against one melee attack that would hit it. To do so, Kazuul must see the attacker and be wielding a melee weapon.

Legendary Actions

The kazuul, exarch of demogorgon 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. The kazuul, exarch of demogorgon regains spent legendary actions at the start of its turn.

Weapon Attack. Kazuul can attack once with either the Tooth of Grom or Worldsplitter

Move. Kazuul moves up to his speed without provoking opportunity attacks.

Provoke (Costs 2 Actions). Kazuul roars with infuriating arrogance, infecting his enemies with his bloodlust and rage. All creatures that can see Kazuul must make a DC 20 will save or use their reaction to move their speed toward Kazuul.

Description

AS A CHAMPION OF GOOD who served Erathis, Kazuul carved a swath of order through savage lands. In time, though, Kazuul came to embrace destruction. He became a manifestation of the forces of chaos and carnage and joined Demo gorgon’s faithful. Kazuul turned his back on humanity entirely and accepted an investiture of demonic size and strength from the demon lord. Now an exarch of Demo gorgon, he fights for Hethradiah, the aspect of Demo gorgon dedicated to savagery. Twice the size of a mortal human, Kazuul has a heavily armored body deformed by demonic musculature. Wielding a sword and an axe, he stalks the battlefields of the Abyss and beyond, herding an army of demons before him and leaving desolation and gore in his wake.