Necrozma (5e Creature)
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Medium aberration, lawful evil
Saving Throws Con +11, Wis +11
Delumination. Necrozma is the center of a 30-foot radius sphere of magical darkness. This darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If any of this effect's area overlaps with an area of light created by a spell of 8th level or lower, the spell that created the light is dispelled. Radiant damage is halved if the radiant effect passes through the darkness to reach its target, and creatures completely within the darkness are immune to radiant damage.
Darkness Sight. Magical darkness doesn't impede Necrozma's darkvision.
Legendary Resistance (3/Day). If Necrozma fails a saving throw, it can choose to succeed instead.
Prism Armor. Damage that Necrozma takes from any source is reduced by 5.
Multiattack. Necrozma makes two Photon Geyser attacks.
Photon Geyser. Ranged Spell Attack: +11 to hit, range 80/320 ft., one target. Hit: 27 (5d8 + 5) necrotic damage.
Prismatic Laser (Recharge 6). Necrozma fires a beam of blackness in a line 120 feet long and 10 feet wide. All creatures in that area must make a DC 19 Constitution saving throw or take 54 (12d8) necrotic damage and be blinded for 1 minute. On a successful save, a creature takes half as much damage and isn't blinded. A blinded target can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a creature fails the save by 5 or more, it takes an additional 18 (4d8) necrotic damage, and it gains Necrozma's Delumination trait with a radius of 5 feet for 1d6 days.
Necrozma 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. Necrozma regains spent legendary actions at the start of its turn.
Detect. Necrozma makes a Wisdom (Perception) check.
Photon Geyser (Costs 2 Actions). Necrozma makes one Photon Geyser attack.
Gravity (Costs 2 Actions). All creatures on the ground within 30 feet of Necrozma must succeed on a DC 19 Strength saving throw or be knocked prone. All flying creatures within 30 feet of Necrozma must succeed on a DC 19 Saving throw or lose their flying speed until the start of Necrozma's next turn. If a flying speed was the only thing keeping the creature aloft, it falls.