Zamazenta (5e Creature)
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Large celestial, lawful good
Skills Athletics +13, Intimidation +9
Legendary Resistance (3/day). If Zamazenta fails a saving throw, it can choose to succeed instead.
Magic Resistance. Zamazenta has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. Zamazenta's spellcasting ability is Constitution (spell save DC 19). Zamazenta can innately cast the following spells, requiring no material components:
1/day each: globe of invulnerability
Magic Weapons. Zamazenta's weapon attacks are magical.
Multiattack. Zamazenta makes three attacks: two with its iron head and one with its behemoth bash.
Behemoth Bash. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 42 (8d8 + 6) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 21 Strength saving throw or fall prone.
Iron Head. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) bludgeoning damage.
Dauntless Shield. In response to another creature within 5 feet of it being hit by an attack roll, Zamazenta gives that creature a +5 bonus to its AC against that attack, potentially causing a miss. To use this ability, Zamazenta must be able to see the creature and the attacker.
Zamazenta 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. Zamazenta regains spent legendary actions at the start of its turn.
Detect. Zamazenta makes a Wisdom (Perception) check.
Wide Guard (Costs 2 Actions). Until the start of its next turn, creatures within 5 feet of Zamazenta gain half cover.
Iron Head (Costs 2 Actions). Zamazenta makes one Iron Head attack.