Zagan
Huge fiend (demon, shapechanger), chaotic evil
Armor Class 18 (natural armor)
Hit Points 297 (22d12 + 154)
Speed 50 ft., fly 80 ft.
STR 25 (+7) · DEX 16 (+3) · CON 24 (+7) · INT 20 (+5) · WIS 18 (+4) · CHA 22 (+6)
Saving Throws Str +13, Dex +9, Con +13, Int +11, Wis +10, Cha +12
Skills Arcana +17, Deception +18, Insight +10, Persuasion +12
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 18
Languages all, telepathy 120 ft.
Challenge 19 (22,000 XP)
Traits
Shapechanger. As a bonus action, Zagan can polymorph into a Medium humanoid form or back into his true winged-bull form. His statistics are the same in each form.
Legendary Resistance (3/Day). If Zagan fails a saving throw, he can choose to succeed instead.
Magic Resistance. Zagan has advantage on saving throws against spells and other magical effects.
Magic Weapons. Zagan’s weapon attacks are magical.
Aura of Doubt. Creatures that start their turn within 30 feet of Zagan must succeed on a DC 21 Wisdom saving throw or have disadvantage on the first attack roll or ability check they make that turn and be unable to take reactions until the start of their next turn. A creature that succeeds is immune to this aura for 24 hours.
Transmuter Supreme. Whenever Zagan deals damage with a spell or breath weapon, he can change that damage to acid, fire, lightning, or poison. The damage ignores resistance to the chosen type.
Innate Spellcasting. Zagan’s innate spellcasting ability is Charisma (spell save DC 21, +12 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: detect magic (PHB, p.231/262), disguise self (PHB, p.233/262), fabricate (PHB, p.239/271), mage hand (PHB, p.256/293), minor illusion (PHB, p.260/298)
3/day each: greater invisibility (PHB, p.246/281), polymorph (PHB, p.266/306), suggestion (PHB, p.279/321), wall of fire (PHB, p.285/338)
1/day each: flesh to stone (PHB, p.243/275), mass suggestion (PHB, p.258/296), plane shift (PHB, p.266/305)
Actions
Multiattack (Bull Form). Zagan makes four attacks: one with his horns, one stomp, one tail lash, and one wing buffet.
Horns. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 33 (4d12 + 7) piercing damage plus 10 (3d6) poison damage.
Stomp. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage.
Tail Lash. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 23 (3d10 + 7) bludgeoning damage, and the target must succeed on a DC 21 Strength saving throw or be knocked prone.
Wing Buffet. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) slashing damage. Zagan can then fly up to half his flying speed without provoking opportunity attacks.
Mercurial Breath (Recharge 5–6). Zagan exhales toxic, flaming vapors in a 60-foot cone. Each creature in that area must make a DC 21 Constitution saving throw, taking 52 (15d6) poison damage plus 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. A creature that fails is also poisoned for 1 minute (repeat the save at the end of each of its turns, ending the effect on a success).
Transmute Metal (Recharge 4–6). Zagan targets one metal weapon, suit of armor, or Large or smaller metal object he can see within 60 feet. The item’s wielder or wearer must succeed on a DC 21 Dexterity saving throw or have the object transmuted into soft gold or heavy lead for 1 minute. While transmuted, a weapon deals only half damage, and armor imposes a –2 penalty to AC and halves the wearer’s speed. The effect ends early if the object is targeted by dispel magic (DC 21) or if a creature spends an action to succeed on a DC 21 Strength check to break the transmutation.
Bonus Actions
Alchemical Shift. Zagan uses Shapechanger.
Mercury Step (Recharge 4–6). Zagan liquefies into shimmering metal and teleports up to 60 feet to an unoccupied space he can see.
Reactions
Counter-Deception. When a creature Zagan can see within 30 feet makes an attack roll, ability check, or damage roll, Zagan imposes disadvantage on the roll (no action required). A creature immune to being charmed is immune to this effect.
Legendary Actions
Zagan 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. He regains spent legendary actions at the start of his turn.
Attack. Zagan makes a stomp or tail lash attack.
Alchemical Eruption (Costs 2 Actions). Zagan targets a point on the ground within 60 feet; the earth there bursts into fire and acid. Each creature in a 10-foot-radius sphere centered on that point must succeed on a DC 21 Dexterity saving throw or take 21 (6d6) acid or fire damage (Zagan’s choice) and be pushed 10 feet away from the center.
Wing Beat (Costs 2 Actions). Zagan beats his wings. Each creature within 15 feet of him must succeed on a DC 21 Strength saving throw or take 16 (2d8 + 7) bludgeoning damage and be knocked prone. Zagan can then fly up to half his speed.
Lore
A bull with griffin wings who forges lies, transmutes blood to oil, metals to coins, water to wine, and endows fools with intelligence.
In European medieval grimoires, Zagan is known as the patron of alchemy, mercury, eloquence, deception, forgery, trade, and the swift change of states—of both matter and mind.
Physically, Zagan appears as a chimeric, gigantic winged bull. His body is sheathed in compressed, blackened scales of enchanted copper and lead. When he cast alchemical magic, his immense spiral horns heat up and glow with an inner golden fire; his eyes are bottomless voids that pulse with a poisonous golden or crimson light. Two vast griffon wings rise from his back, plated with sharp metallic lamellae bristling with bony and leaden spikes at the joints; a whip-like tail ends in a heavy bone growth or a clot of transmuted metal. The demon’s presence brings heat and the smells of ozone, melting copper, sulfur, and soured old wine. After a time, or at his whim, the bull’s shell melts away: bones shift, wings draw into the spine, and an aristocratic human appears—a richly dressed merchant, noble, or scholar-alchemist with a keen, mocking gaze, golden-copper skin, and an inhuman gleam in his eyes. In this phase he hides his aggression behind flawless manners and becomes an intellectual predator.
From Demonic Bestiary 5E, p. 102 · Fern Flower Press