Tanazir Quandrix

Strixhaven: A Curriculum of Chaos p. 218

Size
Gargantuan
Type
dragon (wizard)
Alignment
lawful neutral
AC
21 (natural armor)
Hit Points
444 (24d20+192)
Speed
walk 40 ft., fly 80 ft. (hover)
Saving Throws
Dex +9, Con +15, Wis +11, Cha +10
Skills
Arcana +23, Investigation +23, Nature +16, Perception +18
Immunities
force, psychic
Senses
blindsight 120 ft.
Passive Perception
28
Languages
Common, Draconic, telepathy 120 ft.
Challenge
24
Lineage
Quandrix
STR
28
+9
DEX
14
+2
CON
27
+8
INT
28
+9
WIS
18
+4
CHA
17
+3

Traits

Proficiency Bonus

+7

Legendary Resistance (3/Day)

If Tanazir fails a saving throw, she can choose to succeed instead.

recharge

3/DAY

Actions

Multiattack

Tanazir makes one Bite attack and two Claw attacks.

Bite

Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 14 (1d10 + 9) piercing damage plus 7 (2d6) force damage.

Claw

Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage. If the target is a creature, it is addled by recursive thoughts, reducing its speed to 0 until the start of Tanazir's next turn.

Diminution Breath (Recharge 5-6)

Tanazir exhales a weakening equation in a 90-foot cone. Each creature in that area must make a DC 23 Constitution saving throw. On a failed save, a creature takes 45 (13d6) force damage and 45 (13d6) psychic damage and is weakened until the start of Tanazir's next turn. While weakened, it has disadvantage on the following rolls that rely on Strength: attack rolls, ability checks, and saving throws. On a successful save, a creature takes half as much damage and isn't weakened.

recharge

D5

Spellcasting

Tanazir casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 24):

  • 1/day each: divination, enlarge/reduce, mirage arcane (as an action), polymorph, scrying (as an action), seeming

Teleport

Tanazir teleports to an unoccupied space she can see within 100 feet of herself.

Legendary Actions

Legendary Actions (3/Turn)

Tanazir can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Tanazir regains spent legendary actions at the start of its turn.

recharge

3/TURN

Claw

Tanazir makes one Claw attack.

Fold Space (Costs 2 Actions)

Tanazir uses Teleport, and each other creature within 20 feet of the space she left must succeed on a DC 24 Strength saving throw or be pulled up to 30 feet closer to the center of that space and take 16 (3d10) force damage.

Fractal Refraction (Costs 3 Actions)

Tanazir magically summons 1d4 fractal mascots in unoccupied spaces she can see within 120 feet of herself. The fractals obey her commands and take their turns immediately after hers. While any of these fractals remain, attack rolls made against Tanazir have disadvantage. A summoned fractal disappears after 1 minute, when it or Tanazir dies, or when she uses this action again.

Spells

divination, enlarge/reduce, mirage arcane, polymorph, scrying, seeming

Other data

description