Friendly Aura.
Creatures within 20 feet of Big Bird Dzalmus have advantage on saving throws against being frightened or charmed.
Mystic Plumage.
As an action, Big Bird Dzalmus can flare his glowing feathers. Creatures within 30 feet must make a DC 16 Wisdom saving throw or be blinded until the end of their next turn.
Inspire Imagination (Recharge 5-6).
Big Bird Dzalmus can inspire allies with whimsical knowledge. Up to 3 creatures of his choice within 60 feet gain 10 temporary hit points and can add 1d6 to any Intelligence or Charisma check for 1 hour.
Multiattack.
Big Bird Dzalmus makes two wing slams or one beak peck and one casting of a cantrip.
Beak Peck. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 18 (2d10 + 7) piercing damage.
Wing Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target.
Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must make a DC 15 Strength saving throw or be knocked prone.
Feather Gust (Recharge 5-6).
Big Bird Dzalmus flaps his massive wings, creating a gust of magical wind. All creatures within 20 feet must make a DC 15 Dexterity saving throw or be pushed back 15 feet and knocked prone. This gust extinguishes small fires and disperses fog or gas in the area.
Bonus Action Name. Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
Big Bird Dzalmus can take 3 legendary actions, choosing from the options below.
- Move. Big Bird Dzalmus moves up to half his flying speed.
- Peck (Costs 2 Actions). He makes a Beak Peck attack.
- Whimsical Mirage (Costs 3 Actions). Big Bird Dzalmus creates an illusion of a familiar, friendly face (DC 16 Intelligence save to disbelieve). Those who fail are charmed for 1 minute.
Mythic Action Name. 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
Large Celestial (Avian), Chaotic Good
Armor Class: 14 (Natural Feathers)
Hit Points: 136 (13d10 + 65)
Speed: 40 ft., Fly 50 ft.
STR 18 (+4) | DEX 14 (+2) | CON 20 (+5) | INT 12 (+1) | WIS 16 (+3) | CHA 19 (+4)
Saving Throws: Wis +7, Cha +7
Skills: Persuasion +8, Performance +8, Perception +6
Damage Resistances: Radiant, Psychic
Condition Immunities: Charmed, Frightened
Senses: Darkvision 60 ft., Passive Perception 16
Languages: Common, Auran, Celestial
Lair and Lair Actions
- Friendly spirits animate objects in the area, distracting foes and imposing disadvantage on their first attack each round.
- A sudden burst of educational magic makes all creatures smarter for a moment. They can add +2 to any Intelligence-based rolls for the next round.
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