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The Vizier




One might assume that the Vizier is the sidekick to the main villain of a story rather than the true, infernal puppetmaster and that is just how the fiend likes it. The Vizier appears as an exotic and unique bird covered with vibrant orange and blue plumage. Its long neck is reminiscent of a crane while its beak is a short, hooked affair specked with golden flecks that glint in the sun. Its talons, however, are as black as night to the point where they appeared charred and muted to the rest of its body. That is, until, the Vizier reveals its turn nature. Between its features a multitude of weeping, vestigial eyes manifest. Within its mouth resides a human tongue capable of articulate, hateful speech. Its claws leave long stretches of the Abyss itself in the wounds left behind, robbing its victims of natural health. The Vizier loves to be in control but hates to be the figurehead. Too many times it’s seen its kin dominate an area only to be felled by the first adventurer or assassin who makes it into melee range. Instead, it becomes the ‘pet’ of a powerful spellcaster, though in truth the reverse is true. It uses its victims to usurp the local power, amass riches, and doll out suffering. Then, when the bill inevitably comes due and heroes come calling, the Vizier flees under the guise of a simple animal and leaves the dupe to suffer the consequences.

The Vizier

Small fiend, neutral evil

Armor Class 15

Hit Points 112 (15d6 + 60)

Speed 10ft

Fly 40 ft. (hover)

Str 4 Dex 20 Con 18 Int 16 Wis 13 Cha 19

Saving Throws Con +9, Wis +6

Skills Arcana +8, Deception +9, History +8, Insight +6, Persuasion +9

Damage Resistances cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities poison

Condition Immunities poisoned, restrained

Senses darkvision 60 ft., passive Perception 11

Languages Common, Infernal, telepathy 100 ft.

Challenge 13 (10,000 XP)

False Appearance.

While the Vizier remains silent and takes no actions, it is indistinguishable from a normal bird.

Flyby.

The Vizier doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Innate Spellcasting.

The Vizier can innately cast Magic Missile at 2nd level, requiring no material components. Its innate spellcasting ability is Charisma.

Magician's Best Fiend.

The Vizier may cast any spells known by a creature that it currently has charmed. When it does so, the creature must make a DC 17 Constitution save or expend a spell slot of that spell, if available. On success, the creature is no longer Charmed.

Actions

Multiattack.

The Vizier makes two claw attacks

Claw.

Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 1 (1d4-3) slashing damage plus 7 (2d6) fire damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short rest, as whenever the creature spends a Hit Dice to heal, it only heals the minimum amount per die. This effect can be ended by remove curse or a similar spell.

Charm.

One humanoid the fiend can see within 30 feet of it must succeed on a DC 17 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, the target is immune to this fiend's Charm for the next 24 hours.


The fiend can have only four targets charmed at a time. If it charms another beyond, the effect on the oldest previous target ends.

Legendary Actions

The Vizier 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 Vizier regains spent legendary actions at the start of its turn.

Shapechange (1 point).

The Vizier moves and makes a claw attack.

Flyby (1 point).

The Lady of Briers makes a Claw attack

Squawk (1 point).

The Vizier targets a creature it can see within 60ft and squawks at it. If the creature can hear, it must succeed on a DC 17 Charisma save or use its reaction to move its speed directly from the Vizier.

Spell (2 points).

The Vizier uses its Magician's Best Fiend ability.

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