Victini (5e Creature)
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Small elemental, chaotic good
Legendary Resistance (3/day). If victini fails a saving throw, it can choose to succeed instead.
Victory Star (Recharge 6). Victini can use a bonus action on its turn to grant itself and all creatures of its choice within 120 feet of it advantage on all attack rolls until the start of its next turn. Any creature (including Victini) that gains advantage on attack rolls from this feature also gains 20 temporary hit points.
Multiattack. Victini makes two attacks: One with its Bolt Strike and one with its Blue Flare.
V-Create (1/day). Melee Spell Attack: +11 to hit, reach 5 ft., one target. Hit: 50 (8d10 + 6) force damage plus 45 (10d8) fire damage. Attack rolls against Victini have advantage until the start of its next turn.
Bolt Strike. Ranged Spell Attack: +11 to hit, reach 5 ft., one target. Hit: 34 (8d6 + 6) lightning damage.
Blue Flare. Ranged Spell Attack: +11 to hit, reach 5 ft., one target. Hit: 34 (8d6 + 6) fire damage.
Victini 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. Victini regains spent legendary actions at the start of its turn.
Detect. Victini makes a Wisdom (Perception) check.
Fusion (Costs 2 Actions). Victini makes a Bolt Strike or Blue Flare attack.
Flame Burst (Costs 2 Actions). All creatures within 15 feet of Victini must make a DC 19 Dexterity saving throw or take 13 (3d8) fire damage. Victini then teleports up to 120 feet to an unoccupied space it can see.