The adventure Bzallin’s Blacksphere has a lot of interesting characters in it, as well as a fair amount of NPCs. For a normal-sized group, it’s a pretty challenging adventure. But my group has 6 characters and a shield guardian. So that means I need to scale it up considerably.
This stat block for Bzallin’s disciples replaces those normally in the setting (with the exception of Raxalla, who is considerably tougher than the rest).
They all need to be casters of CR 14, making two a Hard challenge for the characters and one an Easy challenge. Raxalla will be considerably harder (on Deadly level). She comes with a mezzoloth to assist her, so her CR should be 20 or 21.
Disciple of Bzallin
Medium humanoid (varies), chaotic evil
Armor Class 16 (ring of protection, bracers of protection; 19 with mage armor)
Hit Points 130 (20d8 + 40)
Speed 30 ft.
Abilities Str 10 (+0), Dex 16 (+3), Con 14 (+2), Int 20 (+5), Wis 17 (+3), Cha 18 (+4)
Saving Throws Int +10, Wis +8, Cha +9
Skills Arcana +15, History +15
Damage Resistance damage from spells
Senses passive Perception 13
Languages Abyssal, Auran, Aquan, Common, Infernal, Primordial
Challenge 14 (11,500 XP)
Magic Resistance. The disciple has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The disciple’s innate spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). The disciple can innately cast the following spells:
- 1/day: counterspell, gaseous form
Spellcasting. The disciple is a 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). The disciple can cast disguise self and invisibility at will and has the following wizard spells prepared:
- Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
- 1st level (4 slots): detect magic, mage armor, magic missile, shield
- 2nd level (3 slots): detect thoughts, dispel magic, mirror image, misty step
- 3rd level (3 slots): counterspell, fly, lightning bolt, summon lesser demons
- 4th level (3 slots): banishment, dimension door, fire shield, summon greater demon
- 5th level (3 slots): cloudkill, cone of cold, wall of force
- 6th level (2 slots): disintegrate, globe of invulnerability
- 7th level (2 slots): finger of death, force cage
- 8th level (1 slot): power word stun
- 9th level (1 slot): power word kill
Dagger +1. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage, and the target must make a successful DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.
Wand of Lightning Bolts. The wand has 7 charges. The disciple can expend one charge to cast the lightning bolt spell (save DC 15).
These are the basic tactics for the disciples:
Two or more present: one disciple will work defense while the others work damage dealing. As combat starts, one disciple will trap the toughest melee combatants in a forcecage or if it is tactically better, put up a wall of force. Then, the second mage will start targeting the spellcasters and damage dealers using their most aggressive spells (9th level and down). If the disciples have time to prepare, they will prep themselves with mirror image and invisibility.
One present: a disciple will know almost instantly if it is a match for the characters or not, and quickly respond by casting dimension door to flee. If cornered, a disciple will use a 3rd level spell slot to cast summon lesser demons or a 4th level spell slot to summon a greater demon.
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