20 (natural armor)
330 (20d20 + 120)
40 ft., fly 80 ft.
wis +13, cha +15, int +12
persuasion +15, stealth +11, perception +13
charmed
truesight 120 ft.
all, telepathy 120 ft.
21
+7
Pazrodine can sense when an item is stolen from Seelie Market. She knows the distance and direction to stolen items, as if by the Locate Object spell.
If Pazrodine fails a saving throw, she can choose to succeed instead.
Pazrodine makes one Bite attack and two Claw attacks.
Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 11 (2d10) radiant damage.
Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 10 (1d8 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or have the prone condition.
Pazrodine uses one of the following breath weapons: Dream Breath: Pazrodine exhales mist in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or have the unconscious condition for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it. Moonlight Breath: Pazrodine exhales a beam of moonlight in a 120-foot line that is 10 feet wide. Each creature in that area must make a DC 21 Dexterity saving throw, taking 60 (11d10) radiant damage on a failed save, or half as much damage on a successful one.
Pazrodine casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 23): • At will: Faerie Fire • 2/Day each: Calm Emotions, Dispel Magic, Invisibility • 1/Day each: Mass Cure Wounds, Revivify
Pazrodine 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. Pazrodine regains spent legendary actions at the start of its turn.
Pazrodine makes one Tail attack.
Pazrodine uses Spellcasting.