Devil's Sight. Magical darkness doesn't impede BeezleBob's darkvision.
Resilient Caster. BeezleBob has advantage on Constitution saving throws to maintain his concentration on a spell when he takes damage.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Magic Resistance. The BeezleBob's has advantage on saving throws against spells and other magical effects.
Magic Weapons. The BeezleBob's weapon attacks are magical. When he hits with any weapon, the weapon deals an extra 36 (8d8) fire damage.
Innate Spellcasting. The BeezleBob's spellcasting ability is Charisma (spell save DC 26). The BeezleBob can innately cast the following spells, requiring no material components:
At will: alter self (can become Medium when changing his appearance), invisibility, fireball, mirror image, wall of fire, Shadow Blade (cast at 4th level)
3/day each: Mordenkainen's Magnificent Mansion, Dispel Evil and Good, Forbiddance
Ring of Mind Blank. While wearing the ring, BeezleBob is constantly under the effects of the spell Mind Blank.
Multiattack. BeezleBob makes 2 attacks when wielding a Shadow Blade (if it has been cast).
Shadow Blade. Melee or Ranged Weapon Attack: +16 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 14 (3d8) psychic damage plus 36 (8d8) fire damage.
Teleport. BeezleBob magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.
BeezleBob can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. BeezleBob regains spent legendary actions at the start of its turn.
Attack. BeezleBob makes one weapon attack when wielding a Shadow Blade.
Spell. BeezleBob casts Mirror Image
Confounding Gaze (Costs 2 Actions). BeezleBob turns his magical gaze toward one creature he can see within 120 feet of him and commands it to halt. The target must succeed on a DC 26 Wisdom saving throw or take 22 (4d10) psychic damage and be incapacitated until the end of its next turn.
Teleport. BeezleBob uses his Teleport action.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), BeezleBob can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:
- BeezleBob casts Tiny Servant four times at its lowest level, targeting different items in the area. BeezleBob commands these constructs to attack intruders. The constructs take their turn immediately following BeezleBob's turn. The spell ends on initiative count 20 of the next round.
- BeezleBob casts his innate fireball spell.
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