Medium Undead Lord , Lawful Evil
Legendary Resistance (3/Day). If DIO fails a saving throw, he can choose to succeed instead. Regeneration. DIO regains 20 hit points at the start of his turn if he has at least 1 hit point and isn't in sunlight or running water. If DIO takes radiant damage or damage from holy water, this trait doesn't function at the start of DIO's next turn. Sunlight Hypersensitivity. DIO takes 20 radiant damage when he starts his turn in sunlight. While in sunlight, he has disadvantage on attack rolls and ability checks. Magic weapons. DIO's weapon attacks are considered magical.
Multiattack DIO makes three attacks, two stand attacks and one unarmed strike. Unarmed Strike Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 10 (1d8 + 5) bludgeoning damage. Instead of dealing damage, DIO can grapple the target (escape DC 18). Stand Attacks Melee Weapon Attack: +12 to hit, reach 10ft., one creature. Hit: 14 (1d10 +8) bludgeoning damage. THE WORLD (Recharge; 3 rounds) DIO stops time, this lasts for 2 rounds. During stopped time, DIO's attacks are considered automatic hits for the duration.
MUDA When DIO is targeted by an attack, he may use his reaction to stop time, evade the attack, make an attack against them if they are within range, and then resume time. If the attacker is not within reach, then DIO can move towards them up to his movement speed whilst time is stopped. This does not provoke opportunity attacks. DIO's unarmed strikes and DIO's stand attacks will always hit during stopped time.