Dive Attack. If the astalos is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 4 (1d8) lightning damage to the target.
Multiattack. The astalos makes three attacks: one with its horn, tail, and wing.
Horn. Melee Weapon Attack. +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage plus 4 (1d8) lightning damage.
Wing. Melee Weapon Attack. +9 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) piercing damage plus 4 (1d8) lightning damage.
Tail. Melee Weapon Attack. +9 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) piercing damage plus 4 (1d8) lightning damage. The target must make a DC 14 Constitution saving throw or become paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the paralysis on itself on a success.
Lightning Pillar (Recharge 5-6). A vertical column of lightning roars down from the sky in a location within 60 feet of the astalos. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on that location must make a DC 16 Dexterity saving throw, taking 45 (13d6) lightning damage on a failed save, or half as much damage on a successful one.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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