Legendary Resistance (3/Day). If the Astropi fails a saving throw, it can choose to succeed instead.
When the Astropi dies, it explodes. Each creature within 90-feet of it must make a DC 20 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one. The lightning disintegrates flammable objects in the area that aren't worn or carried.
The explosion destroys the Astropi's body and leaves behind an egg-shaped shard of solid lightning that weighs 5 pounds. The gem shard is charged, dealing 21 (6d6) lightning damage to any creature that touches it, though no more than once per round. The gem is immune to all damage, and after 1d6 weeks, it hatches a new Astropi.
The Astropi can move through a space as narrow as 1 inch wide without squeezing. Any creature that touches the Astropi or hits it with a melee attack while within 5 feet of it takes 5 (1d10) lightning damage. In addition, the Astropi can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) lightning damage. With a touch, the Astropia can also disintegrate flammable objects that aren't worn or carried (no action required).
The Astropi doesn't provoke opportunity attacks when it flies out of an enemy's reach.
The Astropi sheds bright light in a 120-foot radius and dim light for an additional 60 feet.
If the Astropi fails a saving throw, it can choose to succeed instead.
The Astropi deals double damage to objects and structures.
Multiattack. The Astropi makes two attacks: one with its Beak and one with its Static Talons.
Beak. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 25 (3d8 + 10) piercing damage plus 7 (2d6) lightning damage.
Static Talons. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 21 (2d10 + 10) slashing damage plus 5 (2d4) lightning damage.
Chained Lightning (Recharge 5–8). The Astropi channels a lightning barrage in a 30-foot line that is 10 feet wide and within range. The line can be in any Orientation as long as all affected space is within range. Each creature in that space must make a DC 20 Dexterity saving throw, taking 33 (6d10) lightning damage on a failed save, or half as much damage on a successful one.
The Astropi can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Astropi regains spent legendary actions at the start of its turn.
Peck. The Astropi makes one beak attack.
Move. The Astropi moves up to its speed.
Swoop (Costs 2 Actions). The Astropi moves up to its speed and attacks with its static talons.
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