Godsend Dippy Doo (5e Creature)
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Godsend Dippy Doo
Gargantuan fiend, lawful good
Saving Throws Str +20, Con +20, Wis +16, Cha +16
Boundless Spellcasting. Godsend Dippy Doo can cast any spell of 6th level or lower with a casting time of 1 action or longer without expending magic points or spell slots (DC 23, +15 to hit with spell attacks, casts as a 20th-level spellcaster). It never requires material components, and automatically succeeds on checks to maintain concentration. In addition, it has the following spells prepared:
Goddly Resistance. Godsend Dippy Doo has advantage on all saving throws. Three times per day, if it fails a saving throw, it can choose to succeed instead.
Irresistible Offense. You can bypass the damage resistances of any creature.
Planar Travel. Choose a plane of existence other than the Material Plane. The Godsend can use an action to cast the plane shift spell (no spell slot or components required), targeting itself only, and travel to the chosen plane, or from that plane back to the Material Plane. It can use this feature twice between rests.
Invincibility. When the Godsend takes damage from any source, it can reduce that damage to 0. It can do this once between rests.
Recovery. Godsend Dippy Doo can use a bonus action to regain a number of hit points equal to half it's hit point maximum. Once it uses this boon, it can't use it again until it finishes a long rest.
Proficiency of the Gods. The Godsend is proficient in all skills.
Frightful Presence. Each creature of the Godsend's choice that is within 120 feet of it and aware of it must succeed on a DC 24 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 Calamity's Frightful Presence for the next 24 hours.
Instant Weapons. As part of any attack it makes, the Godsend can choose to wield a magical version of any weapon it could otherwise wield. The weapon is momentarily created out of thin air for the attack. This Gargantuan weapon has four times its normal damage dice, and deals an extra 2d12 necrotic or force damage on a hit. A melee weapon has a reach of 15 feet, or 30 feet if it has the reach property. A ranged weapon has four times its normal range. These weapons cease to exist if they leave Ganon's touch.
Limited Spell Immunity. The Godsend can't be affected or detected by spells of 6th level or lower unless it wishes to be.
Siege Monster. Godsend Dippy Doo deals double damage to objects and structures.
Multiattack. Godsend Dippy Doo uses its Frightful Presence. It then makes five attacks with light melee weapons, or four attacks otherwise. It can forgo any number of attacks to cast an equal number of cantrips.
Bite. Melee Weapon Attack: +20 to hit, reach 10 ft., one target. Hit: 32 (4d12 + 10) piercing damage plus 13 (2d12) necrotic or force damage.
Scimitar. Melee Weapon Attack: +20 to hit, reach 15 ft., one target. Hit: 24 (4d6 + 10) slashing damage plus 13 (2d12) necrotic or force damage.
Large Spear. Melee Weapon Attack: +10 to hit, reach 30 ft., one target. Hit: 46 (4d12 + 20) piercing damage plus 13 (2d12) necrotic or force damage.
Godsend Dippy Doo 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 Godsend regains spent legendary actions at the start of his turn.
Shift. The Godsend casts misty step.
Attack (Costs 2 Actions). Godsend Dippy Doo makes one attack with its bite or a light melee weapon.
Quickened Spell (Costs 2 Actions). The Godsend uses its Boundless Spellcasting to cast chromatic explosion, dispel magic, or warping step as a 6th-level spell. Alternatively, he can cast any one cantrip.