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.
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.
Description
Dire Miralis is a very large, semi-aquatic Elder Dragon. Its body structure is reminiscent of Fatalis, with relatively short limbs and a long tail and neck. Its body is filled with a magma-like substance which pools at the base of the tail, the chest, and at each shoulder. Each of these pools directs magma flow to certain parts of the body. On its back are a pair of wing-like appendages. Seemingly useless in terms of flight, these "wings" feature cannon-like chutes which can extrude globules of magma, both as a means of defense and as a way to jettison excess magma. Dire Miralis head features a frill-like structure and an upturned snout.
Due to the hot fluids inside of Dire Miralis, an intense heat is known to come from its body, boiling any sources of water around it. This intense heat can easily wipe out all living creatures within Dire Miralis's range.
Interestingly, long after a Dire Miralis dies, its heart continues to beat even if removed--just as legend states. It is said that Dire Miralis can regenerate its whole body with its heart alone, and that Dire Miralis is even immortal.
Dire Miralis is extremely hostile to all living things and can destroy an entire ecosystem just from its intense heat. A Dire Miralis actually destroyed the Tainted Sea and killed all living things in the area, filling the water with blood, until it was driven off in ancient times. This monster is one that many hunters don't live to tell about.
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