Arcana +14, Insight +15, Perception +15, Persuasion +17
truesight 120 ft., passive Perception 25
Nazera’s spellcasting ability is Charisma (spell save DC 25, +17 to hit).
detect magic, dispel magic, shield, counterspell
meteor swarm, time stop
sunbeam, disintegrate, power word stun
Legendary Resistance (5/Day). If Nazera fails a saving throw, she can choose to succeed instead.
Divine Presence (Aura). Any creature that starts its turn within 30 feet must succeed on a DC 25 Wisdom saving throw or be charmed until the start of its next turn. While charmed, the creature is incapacitated and regards Nazera as awe-inspiring. Success makes the creature immune for 24 hours.
Magic Resistance. Nazera has advantage on saving throws against spells and magical effects.
Multiattack. Nazera can use her Frightful Presence. She then makes three attacks: one with her bite and two with her claws.
Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 36 (4d12 + 10) piercing damage plus 14 (4d6) fire damage.
Claw. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 28 (4d8 + 10) slashing damage.
Tail. Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 32 (4d10 + 10) bludgeoning damage.
Frightful Presence. Each creature of Nazera’s choice within 120 feet that is aware of her must succeed on a DC 25 Wisdom saving throw or become frightened for 1 minute. A frightened target can repeat the save at the end of each of its turns, ending the effect on a success.
Breath Weapons (Recharge 5–6). Nazera uses one of the following:
Nazera can take 3 legendary actions, choosing from the options below:
On initiative count 20 (losing ties), Nazera can use one of the following:
1. Golden fire reveals truths: Invisibility/illusions fail within 60 ft.
2. Radiant tremor: Each enemy within 30 ft. DC 25 Str save or restrained until start of her next turn.
3. Golden flames erupt in a 20-ft. radius within 120 ft. DC 25 Dex save or take 28 (8d6) fire damage.