Legendary Resistance (3/Day). If the ibushi fails a saving throw, he can choose to succeed instead.
Magic Resistance. The ibushi has advantage on saving throws against spells and other magical effects.
Resonance. The first time an elf, wyverian, creature who can deal psychic damage, or has psionic abilities enters a location 1 mile of the ibushi, it must succeed on a DC 25 Intelligence or Wisdom saving throw (target's choice). A creature with psionic abilities makes its save with advantage.
On a successful save, the target resonates with the ibushi. When the resonating creature is within 1 mile of the ibushi, its eyes glow a light blue color, it can hear the ibushi's thoughts. The creature can also sense the ibushi's presence and may speak the ibushi's thoughts out loud when it is within 600 feet of him. On a failed save, the creature does not resonate with the ibushi and is immune to the ibushi's Resonance forever.
Siege Monster. The ibushi deals double damage to objects and structures.
Multiattack. The ibushi uses his Updraft. He then makes two Bite attacks or one Tail attack.
Bite. Melee Weapon Attack. d20+11 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) piercing damage.
Tail. Melee Weapon Attack. d20+11 to hit, reach 20 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage plus 10 (3d6) necrotic damage.
Updraft. The ibushi sends his energy into the ground, unleashing torrential winds at three different points within 120 feet of him that last until the start of his next turn. The winds cover a 10-foot-radius, 40-foot high cylinder centered on each point. When the winds appear, or when a creature enters the winds space for the first time on its turn, it must succeed on a DC 19 Strength saving throw or be launched 40 feet into the air by the updraft. If the creature has a fly speed, it can use his reaction to recover 30 feet above the ground. A creature that doesn't have a fly speed falls prone on the ground, taking 3 (1d6) bludgeoning damage for every 10 feet it travels.
Boulder Smash (1/day). The ibushi curls up into a ball, gathering five large chunks of the terrain that hover around him. The chunks of terrain can be attacked and destroyed (AC 10; hp 30). While at least 2 chunks remain around the ibushi, he has half-cover. As a bonus action, the ibushi can fling a chunk of terrain at a point within 120 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 19 Dexterity saving throw, taking 14 (4d6) bludgeoning damage on a failed save, or half as much damage on a successful one.
The ibushi can take 2 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 ibushi regains spent legendary actions at the start of his turn.
Charged Dragon Cannon (1/round). The ibushi spins in a circle while releasing a beam of energy from his mouth in a 30-foot radius around it. Each creature in that area must succeed on a DC 19 Dexterity saving throw, taking 22 (4d10) necrotic damage and be afflicted with dragonblight for 1 minute on a failed save, or half as much damage and isn't afflicted with dragonblight on a successful one. A creature can repeat its saving throw at the end of its turn, ending the dragonblight on a success.
Dragon Burst (1/round). The ibushi gathers energy in one of his arms before unleashing a giant ball of draconic energy at a creature within 60 feet of him. That creature must make a DC 19 Dexterity saving throw, taking 28 (8d6) necrotic damage, be afflicted with dragonblight for 1 minute, and launched 20 feet into the air on a failed save, or half as much damage, isn't afflicted with dragonblight, and isn't launched into the air on a successful one. A creature can repeat its saving throw at the end of its turn, ending the dragonblight on a success.
Dragon's Corkscrew (1/round). The ibushi moves up to his fly speed in a straight line while spinning. During this move he can move through the spaces of other creatures without provoking opportunity attacks. Each creature the ibushi moves through must make a DC 19 Dexterity saving throw, taking 18 (3d8 + 5) bludgeoning damage and be knocked prone on a failed save, or half as much damage and is pushed 5-feet into an unoccupied space out of the way of the ibushi's path (PC choice). A creature that has no place to move to, automatically fails its saving throw.
Wind Burst Wave (1/round). The ibushi fires a cascade of wind in a 90-foot line that is 5-feet wide. Each creature in that line must succeed on a DC 19 Dexterity saving throw or take 28 (8d6) thunder damage on a failed save, or half as much damage on a successful one.
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