Innate Spellcasting. Ahazu’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:
At will: banishment, maddening darkness, bestow curse, bones of the earth, soul cage
3/day each: enervation, hold monster, wall of force, harm, sequester, forcecage
1/day each: maze, imprisonment, prismatic wall, time stop
Legendary Resistance (3/Day). If Ahazu fails a saving throw, he can choose to succeed instead.
Magic Resistance. Ahazu has advantage on saving throws against spells and other magical effects.
Magic Weapons. Ahazu’s weapon attacks are magical.
Multiattack. Ahazu casts a spell, then makes one attack using his Tail or Bolt.
Tail. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 31 (6d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be stunned until the end of Ahazu’s next turn.
Bolt. Ranged Spell Attack: +15 to hit, range 600 ft., one target. Hit: 24 (7d6) damage of one of the following types (Ahazu’s choice): acid, cold, fire, force, lightning, necrotic, or thunder.
Ahazu 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. Ahazu regains spent legendary actions at the start of his turn.
Attack. Ahazu makes one attack.
Spell. Ahazu casts a spell.
Trembling Strike (Costs 2 Actions). Ahazu strikes the ground with his tail, triggering an earth tremor. All other creatures on the ground within 60 feet of him must succeed on a DC 25 Strength saving throw or be knocked prone.
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