See Invisible. It can see invisible creatures and objects as if they were visible.
Innate Spellcasting. It can innately cast misty step at will, requiring no components. Its spellcasting ability is Wisdom.
Legendary Resistance (3/Day). If the King of Feathers fails a saving throw, it can choose to succeed instead.
Magic Resistance. The King of Feathers has advantage on saving throws against spells and other magical effects.
Multiattack. The King of Feathers makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 33 (4d12 + 7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the tyrannosaurus can't bite another target.
Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.
The King of Feathers 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 King of Feathers regains spent legendary actions at the start of its turn.
Summon Swarm (Costs 2 Actions). The King of Feathers exhales a swarm of insects (wasps) that forms in a space within 20 feet of it. The swarm acts as an ally of the King of Feathers and takes its turn immediately after it. The swarm disperses after 1 minute. It can’t use the Summon Swarm action while it is grappling a creature with its jaws.
Bite (Costs 2 Actions). The King of Feathers makes a bite attack.
Tail. The King of Feathers makes a tail attack against a creature that is not grappled by its bite.
Description
The monstrous tyrannosaurus known as the King of Feathers is the undisputed lord of Omu. Most other dwellers of the Forbidden City live in fear of its thunderous approach and steer well clear of the amphitheater, its lair.
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