Tapu Fini (5e Creature)

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Tapu Fini

Medium fey, chaotic good


Armor Class 17 (natural armor)
Hit Points 297 (35d8 + 140)
Speed 30 ft., swim 30 ft.


STR DEX CON INT WIS CHA
19 (+4) 17 (+3) 18 (+4) 16 (+3) 21 (+5) 17 (+3)

Saving Throws Str +9, Int +8
Damage Immunities radiant
Senses passive Perception 14
Languages Sylvan, understands Common but doesn't speak it, telepathy 120 ft.
Challenge 16 (15,000 XP)


Misty Surge. A creature that touches Tapu Fini or hits it with a melee attack while within 5 feet of Tapu Fini takes 14 (4d6) lightning damage.

Amphibious. The Tapu Fini can breathe air and water.

ACTIONS

Moonblast. One target within 120 feet of Tapu Fini must make a DC 18 Dexterity saving throw. A target takes 55 (10d10) radiant damage on a failed saving throw, or half as much on a success.

Nature's Madness (Recharge 5-6). Tapu Fini conjures a momentary whirl of branches and vines at a point it can see within 60 feet of it. Each creature in a 30-foot cube on that point must make a DC 17 Dexterity saving throw, taking 21 (6d6) bludgeoning damage and 21 (6d6) slashing damage on a failed save, or half as much damage on a successful one.

Guardian of Alola (1/day). Tapu Fini targets one creature within 120 feet of it that it can see. The creature must succeed on a DC saving throw against the magic or take radiant damage equal to half its hit point maximum.

Water Pulse. Melee Weapon Attack: +11 to hit, range 20/60 ft., one target. Hit: 19 (4d6 + 5) bludgeoning damage.

LEGENDARY ACTIONS

The Tapu Fini 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. The Tapu Fini regains spent legendary actions at the start of its turn.

Detect. Tapu Fini makes a Wisdom (Perception) check.

Move. Tapu Fini moves up to half its speed without provoking opportunity attacks.

Water Pulse (Costs 2 Actions). Tapu Fini makes one Water Pulse attack.


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