Keen Sight. The Boreal has advantage on Wisdom (Perception) checks that rely on sight.
Immutable form. The Boreal is immune to any spell it effect that would change it's shape or size, such as the polymorph or enlarge/reduce spells.
Multiattack. The Boreal makes two attacks: one with its beak and one with its talons.
Beak. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) piercing damage.
Talons. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23 (4d6 + 9) slashing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the roc can't use its talons on another target.
Prismatic Screech (Recharge 5-6). The Boreal casts the spell Prismatic spray DC 19.
The Boreal 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 Boreal regains spent legendary actions at the start of its turn.
Move. The Boreal moves up to its speed without provoking attacks of opportunity.
Beak. The Boreal makes a bite attack.
Wing Attack (Costs 2 Actions). The Boreal beats its wings. Each creature within 10 feet of the Boreal must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The Boreal can then fly up to half its flying speed.
Lair and Lair Actions
Boreal Lair
A massive nest build on one of the highest mountains. Constructed from trees, mud, boats, and wagons, the Boreal protects it's nest and single offspring fiercely.
Lair Actions
On initiative count 20 (losing initiative ties), the Boreal takes a lair action to cause one of the following effects:
- The Boreal chooses a point on the ground that it can see within 120 feet of it. Roots sprout from the ground in a 20-foot radius centered on that point. The effect is otherwise identical to the spike growth spell and lasts until the Boreal uses this lair action again or until the Boreal dies.
- Winds blow fiercely within 90 feet of the Boreal. Each creature within 90 feet of the Boreal must succeed on a DC 18 Strength saving throw, or take 4d6 (14) bludgeoning damage and be moved 20 feet away from the Boreal.
Regional Effects
The region containing the Boreal's lair is transformed by the creature’s presence, which creates one or more of the following effects:
- Crops and plants are never diseased and grow larger than normal within 6 miles of the lair.
- A pleasant breeze constantly blows, carrying pleasant scents within 6 miles of the lair.
- Beasts within 1 mile of the Boreal's lair serve as the creature’s eyes and ears, alerting it to the presence of intruders and making it all but impossible to surprise the Boreal.
If the Boreal dies, these effects fade immediately.
Comments