Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Within the Archmagi's quarters, three coloured beams of energy are drawn into A'Kandi, each providing the following benefits.
Red Beam. A'Kandi deals an extra D10 of damage on any of his abilities and ignores AC checks.
If absorbed by a PC. A player who absorbs this beam will deal 2x the damage on any of their abilities. The PC will ignore all AC and A'Kandi will ignore all spell saving checks. At the start of the round the PC will take 1D6 of damage and one max rank spell slot will be consumed.
Green Beam. A'Kandi will heal 2D20 hp at the start of the round.
If absorbed by a PC. A player who absorbs this beam will heal 20 damage and their max health will be reduced by 5 points at the start of every round. This effect will remain until another player absorbs the Green Beam. Absorbing this beam causes you to be the primary focus of A'Kandi until another player absorbs this beam.
Blue Beam. A'Kandi will receive no benefits from this beam.
If absorbed by a PC. A player who absorbs this beam will ignore spell slot uses. If a player starts the round within this beam a max rank spell slot will be restored.
Multiattack. The dragon can use three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 10 (2d10 + 8) piercing damage.
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 10 (2d8 + 8) bludgeoning damage.
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