Magic Resistance. The MawZoa has advantage on saving throws against spells and other magical effects.
Marshal Allies. Unless Maw Zoa is incapacitated, it and friendly allies of its choice within 60 feet of it have advantage on saving throws against features that turn undead, Charm, or Frighten.
Spellcasting. Maw Zoa is a 17th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It has the following paladin spells prepared:
1st level (4 slots): command, compelled duel, searing smite
2nd level (3 slots): hold person, magic weapon
3rd level (3 slots): dispel magic, elemental weapon
4th level (3 slots): banishment, staggering smite
5th level (2 slots): destructive wave (necrotic)
Multiattack. Maw Zoa makes 2 greatsword attacks.
Greatsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 5) slashing damage, or 25 (2d10 + 5) slashing damage if used with two hands, plus 16 (4d8) necrotic damage.
Dominators Magnus(1/Day). Blood Red Maw Zoa hurls his fist full of destructive magical force that explodes at a point it can see within 10 feet of it. Each creature in a 30-foot-radius sphere centered on that point must make a DC 18 Dexterity saving throw. The sphere spreads around corners. A creature takes 30 (10d6) force damage and 30 (10d6) necrotic damage on a failed save, or half as much damage on a successful one.
Parry. Maw Zoa adds 6 to its AC against one melee attack that would hit it. To do so, Maw Zoa must see the attacker and be wielding a melee weapon.
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