BAZIM-GORAG – 5e stats

Huge aberration (slaad), alignment

Armor Class 20 (natural armor)
Hit Points 350 (28d12 + 168)
Speed 40 ft., swim 40 ft.

Proficiency Bonus +8
Proficiency Bonus +12 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
26 (+8)18 (+4)22 (+6)20 (+5)16 (+3)24 (+7)

Saving Throws Str +16, Dex +12, Con +14, Int +13, Wis +11, Cha +15
Skills Arcana +13, Deception +15, Insight +11, Perception +11
Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Immunities fire, poison
Condition Immunities charmed, frightened, poisoned
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21
Languages all, telepathy 120 ft.
Challenge 25 (75,000 XP)

Fire Aura. At the start of each of his turns, Bazim-Gorag can activate or deactivate his fire aura as a bonus action. While active, his fire aura deals 10 (3d6) fire damage to any creature that starts its turn within 10 feet of him or touches him.

Innate Spellcasting. Bazim-Gorag’s innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). He can innately cast the following spells, requiring no material components:

Shapechanger. Bazim-Gorag can use his action to polymorph into a humanoid form or back into his true form. 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.

Magic Resistance. Bazim-Gorag has advantage on saving throws against spells and other magical effects.

Magic Weapons. Bazim-Gorag’s weapon attacks are magical.

Regeneration. Bazim-Gorag regains 20 hit points at the start of his turn if he has at least 1 hit point.

ACTIONS

  • Multiattack. Bazim-Gorag makes three attacks: one with his bite, one with his claw, and one with his glaive. Alternatively, he can use his Fling twice.
  • Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 10 (3d6) fire damage. If the target is a creature, it must succeed on a DC 22 Constitution saving throw or be infected with a disease called chaos phage. While infected, the target can’t regain hit points, and its hit point maximum decreases by 16 (3d6 + 6) for every 24 hours that elapse. If the disease reduces the target’s hit point maximum to 0, the target instantly transforms into a red slaad or, if it has the ability to cast spells of 3rd level or higher, a green slaad. Only a wish spell can reverse the transformation.
  • Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage. If the target is a creature, it must succeed on a DC 22 Constitution saving throw or be infected with a disease called chaos phage. While infected, the target can’t regain hit points, and its hit point maximum decreases by 16 (3d6 + 6) for every 24 hours that elapse. If the disease reduces the target’s hit point maximum to 0, the target instantly transforms into a red slaad or, if it has the ability to cast spells of 3rd level or higher, a green slaad. Only a wish spell can reverse the transformation.
  • Glaive. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) slashing damage plus 16 (3d6 + 6) fire damage. If the target is a creature, it must succeed on a DC 22 Constitution saving throw or be infected with a disease called chaos phage. While infected, the target can’t regain hit points, and its hit point maximum decreases by 16 (3d6 + 6) for every 24 hours that elapse. If the disease reduces the target’s hit point maximum to 0, the target instantly transforms into a red slaad or, if it has the ability to cast spells of 3rd level or higher, a green slaad. Only a wish spell can reverse the transformation.
  • Fling. Bazim-Gorag targets one creature within 20 feet of him that is Large or smaller. The target must succeed on a DC 24 Strength saving throw or be thrown up to 60 feet in a random direction and land prone, taking 11 (1d6 +8) bludgeoning damage for every 10 feet it was thrown.

LEGENDARY ACTIONS

Bazim-Gorag 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. Bazim-Gorag regains spent legendary actions at the start of his turn.

  • Attack. Bazim-Gorag makes one bite, claw, or glaive attack or uses his Fling.
  • Move. Bazim-Gorag moves up to half his speed.
  • Cast a Spell (Costs 2 Actions). Bazim-Gorag casts a spell from his list of innate spells, using a spell slot as normal.
  • Summon Slaadi (Costs 3 Actions). Bazim-Gorag magically summons 1d4 red slaadi, 1d4 blue slaadi, or one green slaad. The summoned slaadi appear in unoccupied spaces within 60 feet of Bazim-Gorag and act as his allies. They remain for 10 minutes, until they die, or until Bazim-Gorag dismisses them as a bonus action.

5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.

It is the lack of something that move and motivate characters, not the abundance of it


DESCRIPTION

Bazim-Gorag is one of the most powerful and unique slaadi, the frog-like creatures that embody the chaotic nature of the plane of Limbo. He is also an ascended batrachi, a race of amphibious beings that ruled the world before the rise of dragons. He is also known as the Firebringer, a primordial being of destruction and conflagration who seeks to set the world on fire.

Bazim-Gorag has two frog-like heads that sprout from his shoulders, each with fiery eyes and sharp teeth. His skin is mottled red and gold, and he can wreathe his body in a flaming aura that burns anyone nearby. He can also polymorph into a humanoid form, usually a tall and handsome human lord in bronze armor.

Bazim-Gorag is a champion of chaos and a harbinger of ruin. He is worshiped by some cults of fire and destruction, such as the Order of the Black Flame. He is also allied with other primordials and slaad lords, such as Ygorl, the Lord of Entropy, and Ssendam, the Lord of the Insane. He is opposed by the forces of law and order, especially the dragon gods and their followers.

COMBAT

Bazim-Gorag is a formidable opponent in combat, using his innate spellcasting ability to unleash devastating fire spells, such as fireball, flame strike, and meteor swarm. He can also use his bite, claw, and glaive attacks to inflict physical and fire damage, as well as infect his enemies with a disease called chaos phage, which can transform them into slaadi. He can also fling his foes across the battlefield, or summon more slaadi to aid him.

Bazim-Gorag is resistant to nonmagical weapons and immune to fire and poison. He can also regenerate his wounds quickly, unless he is harmed by cold or acid. He can also shapechange at will, using his humanoid form to deceive or charm his enemies, or his true form to intimidate or terrify them. He can also use his legendary actions to attack, move, cast a spell, or summon slaadi at the end of another creature’s turn.

Bazim-Gorag is cunning and sadistic, enjoying the thrill of battle and the sight of his enemies burning. He will often taunt and mock his foes, or offer them false promises of power or mercy. He will also use his knowledge and insight to exploit his enemies’ weaknesses and fears. He will not hesitate to destroy anyone or anything that stands in his way, or that he considers a threat or an insult.

HABITAT / SOCIETY

Bazim-Gorag’s original home was the plane of Limbo, where he ruled as one of the slaad lords, the most powerful and influential slaadi. He had a realm called the Pandemonium Stone, a massive ziggurat that floated in the chaotic maelstrom of Limbo. The Pandemonium Stone was a place of madness and fire, where Bazim-Gorag experimented with magic and created new forms of slaadi. He also had many followers and servants among the slaadi, who revered him as a god of chaos and fire.

Bazim-Gorag also had a presence in the world of Toril, where he was one of the five primordials worshiped by the batrachi, an ancient race of amphibious beings that dominated the world before the rise of dragons. Bazim-Gorag was the patron of the fire batrachi, who lived in the volcanic regions of the world. He taught them the secrets of fire magic and encouraged them to spread chaos and destruction. He also fought against the dragon gods, who opposed his plans and sought to bring order to the world.

Bazim-Gorag was eventually imprisoned in his own realm by the dragon god Garyx, who feared his power and influence. He remained trapped there for millennia, until he was freed by a group of adventurers who sought his aid against the Red Wizards of Thay. Bazim-Gorag agreed to help them, but only to further his own agenda of burning the world. He also sought to reclaim his lost followers and allies, and to find new ones among the cults and factions that worshiped him or shared his goals.

ECOLOGY

Bazim-Gorag is a primordial force of chaos and fire, who has a profound impact on the ecology of the planes and worlds he visits. He can create and manipulate fire, as well as alter the shape and nature of living beings. He can also infect creatures with his chaos phage, which can transform them into slaadi, his spawn and servants. He can also summon slaadi from Limbo, or create new ones from his experiments.

Bazim-Gorag’s presence can cause natural disasters, such as volcanic eruptions, wildfires, droughts, and storms. He can also cause social unrest, such as wars, riots, rebellions, and cults. He can also influence the minds and emotions of creatures, making them more chaotic, violent, and destructive. He can also corrupt and destroy the works of civilization, such as buildings, monuments, and artifacts.

Bazim-Gorag’s enemies include the dragon gods, who seek to maintain order and balance in the world, and their followers, such as the metallic dragons and the dragonborn. He also has rivals among the other primordials and slaad lords, who compete with him for power and influence. He also has foes among the forces of good and law, such as the celestials, the modrons, and the paladins. He also has adversaries among the creatures that resist his corruption and destruction, such as the druids, the elves, and the fey.