Antimagic Susceptibility. The beast is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the beast must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
Magic Resistance. The beast has advantage on saving throws against spells and other magical effects.
Magical Armor Scraps. The metallic hide of the ravager has ruined magical armor pieces stuck into crevices in its arcbound shell which can be scavenged from its ruined parts after its defeat. Some of these include armors of resistance, armors of gleaming, +1 armors, +2 armors, and mithral armors. This shell can also include a bunch of other magical weaponry and trinkets, which can be decided on by the dungeon master. Also, just because these armors are in the ravager's shell, that does not mean the ravager gains magical bonuses from them.
Innate Spellcasting . The ravager's innate spellcasting ability is Wisdom (spell save DC 18). The aeromoeba can innately cast the following spells, requiring no material components:
At will: dancing lights, lightning lure
2/day: lightning bolt
Multiattack. The ravager makes three melee attacks, only one of which can be its bite attack.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., 1 target. Hit: 17 (2d10+5) piercing damage plus 5 (1d6+2) force damage plus 7 (2d4+3) lightning damage.
Tail. Melee Weapon Attack: +8 to hit, reach 15 ft., 1 target. Hit: 26 (3d8+5) bludgeoning damage plus 1 force damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 21 (3d8+5) slashing damage.
Energy Bolt. RangedWeapon Attack: +9 to hit, range 40/390 ft., 1 target. Hit: 12 (2d8+1) lightning damage plus 9 (2d6) force damage.
Arclaserbolt Blast (Recharge 6). The ravager exhales bright blue electrical magical energy in a 65-foot long, 10 foot wide line. Each creature in that are must make a DC 15 Dexterity saving throw, taking 20 (6d4) force damage plus 24 (7d4) lightning damage on a failed save, or half as much on a successful one. All creatures that are within 20 feet of the maximum width of the beam must also make the save, taking 11 (2d8) lightning damage on a fail, or half as much on a success.
The ravager can take 2 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 ravager regains spent legendary actions at the start of its turn.
Detect. The ravager makes a Perception (Wisdom) check.
Electro Strike. The ravager casts lightning bolt or uses its energy bolt attack.
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