Phantomtail (5e Creature)

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Phantomtail[edit]

Large fiend (heartless), chaotic evil


Armor Class 20 (natural armor)
Hit Points 253 (22d10 + 132)
Speed 40 ft., climb 40 ft., fly 80 ft.


STR DEX CON INT WIS CHA
26 (+8) 19 (+4) 23 (+6) 6 (-2) 16 (+3) 20 (+5)

Saving Throws Str +14, Dex +10, Con +12, Cha +11
Skills Athletics +14, Perception +9
Proficiency Bonus +6
Damage Immunities force
Senses darkvision 60 ft., passive Perception 19
Languages Abyssal
Challenge 18 (20,000 XP)


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

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

ACTIONS

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

Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 24 (3d10 + 8) piercing damage and 3 (1d6) force damage.

Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 8) slashing damage.

Tail. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

Frightful Presence. Each creature of the phantomtail's choice that is within 120 feet of the phantomtail and aware of it must succeed on a DC 18 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 phantomtail's Frightful Presence for the next 24 hours.

Phantom Bullet Breath (Recharge 6). The phantomtail exhales bullets of pure energy in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 45 (10d8) force damage on a failed save or half as much damage on a successful one.


LEGENDARY ACTIONS

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

Tail. The phantomtail makes a tail attack.
Rush. The phantomtail moves up to its movement speed without provoking opportunity attacks.
Wing Attack (Costs 2 Actions). The phantomtail beats its wings. Each creature within 10 feet of the phantomtail must succeed on a DC 21 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The phantomtail can then fly up to half its flying speed.

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