Legendary Resistance (3/Day). If the chicken lord fails a saving throw, it can choose to succeed instead.
Magic Resistance. The chicken lord has advantage on saving throws against spells and other magical effects.
Multiattack. The chicken lord can use its Frightful Presence. It then makes five attacks: one with its beak, two with its claws, one with its laser eyes, and one with its tail.
Beak. Melee Weapon Attack: +19 to hit, reach 5 ft., one target. Hit: 36 (4d12 + 10) piercing damage.
Claw. Melee Weapon Attack: +19 to hit, reach 15ft., one target. Hit: 28 (4d8 + 10) slashing damage.
Laser Eyes. Ranged Weapon Attack: range 150 ft., +19 to hit, reach 10ft., one target. Hit: 32 (4d10 + 10) radiant damage.
Tail. Melee Weapon Attack: +19 to hit, reach 20ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.
Frightful Presence. Each creature of the chicken lord's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the chicken lord is within line of sight, 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 chicken lord's Frightful Presence for the next 24 hours.
The chicken lord 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 chicken lord regains spent legendary actions at the start of its turn.
Attack. The chicken lord makes one claw attack or tail attack.
Move. The chicken lord moves up to half its speed.
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