Dustflier (5e Creature)

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Dustflier[edit]

Gargantuan fiend (heartless), chaotic evil


Armor Class 24 (natural armor)
Hit Points 615 (30d20 + 300)
Speed 40 ft., climb 40 ft., fly 80 ft.


STR DEX CON INT WIS CHA
30 (+10) 20 (+5) 30 (+10) 8 (-1) 16 (+3) 26 (+8)

Saving Throws Str +18, Dex +13, Con +18, Cha +16
Skills Athletics +26, Perception +11
Proficiency Bonus +8
Damage Resistances cold, lightning
Damage Immunities fire
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21
Languages Abyssal
Challenge 27 (105,000 XP)


Legendary Resistance (3/Day). If the dustflier fails a saving throw, it can choose to succeed instead.

Magic Resistance. The dustflier has advantage on saving throws against spells and other magical effects.

Magic Weapons. The dustflier's weapon attacks are magical.

Siege Monster. The dustflier deals double damage to objects and structures.

ACTIONS

Multiattack. The dustflier can use its Frightful PResence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 29 (3d12 + 10) piercing damage and 18 (4d8) fire damage.

Claw. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 21 (2d10 + 10) slashing damage.

Tail. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 21 (2d10 + 10) bludgeoning damage.

Frightful Presence. Each creature of the dustflier's choice that is within 120 feet of the dustflier and aware of it must succeed on a DC 25 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 dustflier's Frightful Presence for the next 24 hours.

Meteor Breath (Recharge 5-6). The dustflier exhales eight bursts of flame at eight points it can see within 60 feet of it. Each creature in a 20-foot-radius sphere centered on each point the dustflier chose must make a DC 25 Dexterity saving throw, taking 98 (28d6) fire damage on a failed save or half as much on a successful one.
A creature in the area of more than one burst of flame is affected only once.


LEGENDARY ACTIONS

The dustflier 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 dustflier regains spent legendary actions at the start of its turn.

Tail. The dustflier makes a tail attack.
Shockwave (Costs 2 Actions). The dustflier slams into the ground and creates a shockwave in a 15-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw. On a failed save, a creature takes 28 (4d8 + 10) thunder damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.
Invincible Rush (Costs 3 Actions). The dustflier moves up to its speed without provoking opportunity attacks. Any creature it passes through during this movement must succeed on a DC 24 Dexterity saving throw or take 19 (2d8 + 10) piercing damage.

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