Legendary Resistance (3/day). If Kalamax fails a saving throw, it can choose to succeed instead.
Lightning Storm. Creatures that end their turn within 10 ft. of Kamalax take 16 (3d10) lightning damage.
Multiattack. Kalamax makes two attacks: one with its stomp, and one with its tail
Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) bludgeoning damage, and the target must succeed on a DC 16 Strength saving throw or be knocked prone.
Lightning Tail. Melee Weapon Attack: +8 to hit, reach 25 ft., one target. Hit: 26 (4d10 + 4) piercing damage and 24 (4d10 + 2) lightning damage.
Lightning Bolt (Recharge 5-6). Kalamax shoots a bolt of lightning at one creature it can see within 120 feet of it. The target must make a DC 14 Dexterity saving throw, taking 28 (4d12) lightning damage on a failed save, or half as much damage on a successful one.
Arcane Maelstrom. If a spell would target Kalamx, or if Kalamax is within the spells area of effect, Kalamax can copy the spell. If it does, the spell is copied as is at the current level and chosen effects.
Kalamax 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. Kalamax regains spent legendary actions at the start of its turn.
Attack. Kalamax makes a melee weapon attack.
Charge. Kalamax moves up to its speed.
Static Charge. Kalamax charges electricity for its Lightning Bolt attack. Roll a d6 to attempt a recharge.
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