Legendary Resistance (4/Day). If the dire miralis fails a saving throw, it can choose to succeed instead.
Magic Resistance. The dire miralis has advantage on saving throws against spells and other magical effects.
Magma Armor. While the dire miralis is below half of its maximum hp, its body cools and it gains a +6 bonus to its AC.
Siege Monster. The dire miralis deals double damage to objects and structures.
Multiattack. The dire miralis makes two claw attacks. Or it makes two magma glob attacks.
Claw. Melee Weapon Attack. +15 to hit, reach 15 ft., one target. Hit: 25 (4d8+7) slashing damage.
Magma Glob. Ranged Weapon Attack. +15 to hit, reach 60/240 ft., one target. Hit: 38 (7d10) fire damage and the space it is in, is covered in lava for 24 hours before
cooling. On a miss, an unoccupied space within 5 feet of the target is covered in lava. The lava ignites flammable objects in the area that aren't being worn or carried and creatures that starts its turn in the lava or enters the space for the first time on a turn, takes 11 (2d10) fire damage.
Crush. The dire miralis slams its body on the ground in a 40-foot square in front of it. Each creature in that area must succeed on a DC 23 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 18 (4d8) bludgeoning damage plus 31 (7d8) fire damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 feet out of the dire miralis's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the dire miralis's space.
Greater Fireball (Recharge 5-6). The dire miralis exhales a massive fireball which explodes at a point it can see within 150 feet of it. Each creature in a 25-foot radius sphere centered on that point must make a DC 23 Dexterity saving throw, taking 77 (22d6) fire damage on a failed save, or half as much damage on a successful one.
Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
The dire miralis 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 dire miralis regains spent legendary actions at the start of its turn.
Move. The dire miralis moves up to its speed without provoking opportunity attacks.
Tremor. The dire miralis stomps on the ground sending a tremor out in a 60-foot radius around it. Each creature in that area must succeed on a DC 23 Dexterity saving throw or be knocked prone.
Magma Attack (Costs 2 Actions). The dire miralis makes a magma glob attack.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Enter a general description for your monster here.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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