Flyby. The Ascarrion doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d6 + 1) piercing damage.
Rend. Once the ascarrion has bitten a creature it may choose to grapple the creature by holding it's jaws clamped tightly shut. Then on it's next turn it may perform this action: The ascarrion's strong neck suddenly whips it's head around, trying to tear a limb off the grappled creature. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (3d6 + 3) piercing damage.
Swipe. Melee weapon Attack: +3 to hit, reach 5ft., one target. On a failed strength/dexterity save (Dc 10), the Ascarrion does (1d4 +3) slashing damage, and can either take a brandished item from a creature or pick up the creature and fly off with it for up to 20ft in any direction. The creature must be size medium or below.
Multi Attack. The Ascarrion may attack twice with its Bite attack, or once with its bite attack and once with its swipe.
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Description
A flying furry batlike creature with a beak like a terror bird, and scaly almost talon like claws on the tips of its large wings and at the end of two bent legs.
During the night, These strange creatures usually feed on fish that can be found in nearby water sources such as ponds or lakes. It is known that they also can congregate in locations that have seen mass bloodshed and reportedly scavenge the corpses.
These creatures have only been seen a handful of times, and the common belief is that they're not native to the sword coast region.
Lair and Lair Actions
Dark dank caves with stalagmites above bodies of water. These lairs are often naturally formed caves, or large wells that drilled into a cave.
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