Armor Class: 18 (natural armor) Hit Points: 400 (32d12 + 208) Speed: 40 ft.
| STR | DEX | CON | INT | WIS | CHA | |
|---|---|---|---|---|---|---|
| Saving Throws | +12 | +6 | +10 | +6 | +8 | +10 |
| Skills | Perception +14, Intimidation +10 | |||||
| Damage Resistances | Bludgeoning, Piercing, and Slashing from nonmagical attacks | |||||
| Condition Immunities | Charmed, Frightened | |||||
| Senses | Darkvision 120 ft., passive Perception 24 | |||||
| Languages | Common, telepathy 120 ft. | |||||
| Challenge | 20 (25,000 XP) |
Legendary Resistance (3/Day). If Dhojakt fails a saving throw, he can choose to succeed instead.
Magic Resistance. Dhojakt has advantage on saving throws against spells and other magical effects.
Multiple Eyes. Dhojakt has advantage on Wisdom (Perception) checks that rely on sight and has a 360-degree field of vision.
Actions Multiattack. Dhojakt makes four attacks: two with his claws and two with his eye rays.
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) slashing damage.
Eye Ray. Dhojakt fires eye rays from his eye, choosing two different targets within 120 feet. Roll a d10 to determine the effects of each ray:
- Paralyzing Ray. The target must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
- Disintegration Ray. The target must succeed on a DC 20 Dexterity saving throw or take 54 (12d8) force damage. If this damage reduces the target to 0 hit points, it is disintegrated.
- Petrifying Ray. The target must succeed on a DC 20 Constitution saving throw or be restrained as its body starts turning to stone. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
- Wounding Ray. The target must succeed on a DC 20 Constitution saving throw or take 33 (6d10) necrotic damage and begin to bleed, taking 10 (3d6) slashing damage at the start of each of its turns. The bleeding can be stopped with a successful DC 20 Wisdom (Medicine) check or any magical healing.
- Fear Ray. The target must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
- Enervation Ray. The target must succeed on a DC 20 Constitution saving throw or take 44 (8d10) necrotic damage and have disadvantage on all attack rolls, ability checks, and saving throws for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
- Sleep Ray. The target must succeed on a DC 20 Wisdom saving throw or fall unconscious for 1 minute. The target wakes up if it takes damage or another creature uses an action to wake it.
- Chaos Ray. Roll a d4. On a 1 or 2, the target takes 33 (6d10) psychic damage. On a 3 or 4, the target must succeed on a DC 20 Wisdom saving throw or roll on the Wild Magic Surge table (PHB, p. 104) to determine the effect.
- Death Ray. The target must succeed on a DC 20 Dexterity saving throw or take 90 (20d8) necrotic damage. If this damage reduces the target to 0 hit points, it dies instantly.
- Antimagic Ray. The target must succeed on a DC 20 Charisma saving throw or be affected by the antimagic field spell (PHB, p. 213) for 1 minute.
Legendary Actions Dhojakt 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. Dhojakt regains spent legendary actions at the start of his turn.
Eye Ray. Dhojakt uses his Eye Ray.
Tail Sweep. Dhojakt sweeps his tail in a 20-foot radius around him. Each creature within range must make a DC 20 Dexterity saving throw, taking 22 (4d10) bludgeoning damage on a failed save, or half as much damage on a successful one.
Roar (Costs 2 Actions). Dhojakt emits a terrifying roar. Each creature within 60 feet of him that can hear him must make a DC 20 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.