Antimagic Susceptibility. The hybrid is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the hybrid must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
Two Heads. The hybrid has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious as long as it has more than 50 hit points.
Lesser Magic Resistance. The hybrid has a +1 modifier bonus on saving throws against spells and other magical effects.
Multiattack. The hybrid makes two bite attacks and one tail or claw attack.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 8 (1d10+3) piercing damage plus 6 (1d8+2) lightning damage.
Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., 1 target. Hit: 12 (2d6+3) bludgeoning damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 8 (1d8+3) slashing damage.
Energy Bolt. RangedWeapon Attack: +5 to hit, range 40/275 ft., 1 target. Hit: 10 (2d6+1) lightning damage.
Energy Javelin. RangedWeapon Attack: +5 to hit, range 45/285 ft., 1 target. Hit: 10 (2d6+1) piercing damage plus 6 (1d8) lightning damage.
Breath Weapons (Recharge 5-6). The hybrid uses one of the following breath weapons.
Lightning Breath. The hybrid exhales lightning in a 20-foot long 5-foot wide jumpy line. Each creature in that area must make a DC 13 Dexterity saving throw, taking 11 (2d8) lightning damage on a failed save, or half as much on a success.
Force Laser Breath. The hybrid exhales bright yellow-blue magical energy in a 25-foot long, 5 foot wide line. Each creature in that are must make a DC 14 Dexterity saving throw, taking 13 (3d6) force damage and 2 (1d4) lightning damage on a failed save, or half as much on a successful one.
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