Legendary Resistance (3/Day). If the dzalmus fails a saving throw, it can choose to succeed instead.
Enchantment immunity. The dzalmus is immune to all enchantment school spells.
Camouflage. The dzalmus has advantage on Dexterity (Stealth) checks made to hide in grasslands terrain.
Magic Resistance. The dzalmus has advantage on saving throws against spells and other magical effects.
Multiple heads. The dzalmus has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Innate Spellcasting. The ancient dzalmus’s innate spellcasting ability is Wisdom. The ancient dzalmus can innately cast the following spells (Dc 22), requiring no material components:
At will: pace without trace, fog cloud, slow
3/day each: chain lightning, whirlwind
Multi attack. The dzalmus makes one bite, two wings and two claw attacks and uses its frightful presence.
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., 1 target. Hit: 26 (4d8 + 10) piercing damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., 1 target. Hit: 22 (4d6 + 10) slashing damage.
Wing. Melee Weapon Attack: +17 to hit, reach 15 ft., 1 target. Hit: 18 (4d4 + 10) bludgeoning damage.
Frightful Presence. Each creature of the dzalmus's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dzalmus’s Frightful Presence for the next 24 hours.
Vampiric breath (Recharges on 5/6). The ancient dzalmus exhales vampiric life draining gas in a 80ft cone and each creature within the radius must make a dc 21 Constitution saving throw or take 1d12 constitution damage and if the constitution damage reduces the target to 0 it dies. The dzalmus regains hit points equal to the amount the target looses.
The ancient dzalmus 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 ancient dzalmus regains spent legendary actions at the start of its turn.
Detect (Costs 1 Actions). The dzalmus makes a Wisdom (Perception) check with advantage.
Multiple bites (Costs 2 Actions). The dzalmus makes two bite attacks.
Wing Attack (Costs 2 Actions). The dzalmus beats its wings. Each creature within 10 ft. of the dzalmus must succeed on a DC 21 Dexterity saving throw or take 18 (4d4 + 10) bludgeoning damage and be knocked prone. The dzalmus can then fly up to half its flying speed.
Comments