Huge Monstrosity, Unaligned
Armor Class 17 Natural
Hit Points 311 (23d12 + 149)
Speed 20 ft., Fly 60 ft.
STR
22 (+6)
DEX
20 (+5)
CON
20 (+5)
INT
3 (-4)
WIS
23 (+6)
CHA
8 (-1)
Damage Immunities Lightning, Thunder
Condition Immunities Paralyzed, Prone, Stunned
Senses Passive Perception 16
Languages --
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Gaping Maw. Any creatures grappled by a cloud ray adult are dragged with it wherever it moves and does not cause any form of hindrance to movement.

Actions

Gliding Strike To use this action the cloud ray adult must fly at least 60 ft. during its turn. The cloud ray adult uses the bite and sting action at two separate points during its movement. It does not provoke attacks of opportunity this turn.

Sting. Melee weapon attack: +11 to hit, reach 20 ft., one target. Hit: 18 (2d10 + 7) thunder damage and the target must make a DC 16 Constitution save, or suffer 11 (2d10) lightning damage at the start of each of its turns. The target may attempt this saving throw again at the end of each turn. If the target fails their saving throw by 5 or more, they are also paralyzed.  

Bite. Melee weapon attack: +11 to hit, reach 5 ft., one target. Hit: 28 (5d8 + 6) bludgeoning damage. Any large or smaller creature hit with this attack is grappled. If the cloud ray elder is already grappling a creature, it must drop that creature to use the bit action against another target. 

Wing Storm. All creatures within 15 ft. of the cloud ray adult are pushed 15 ft. away and take 28 (4d10 + 6) thunder damage, or half as much on a successful DC 16 Dexterity save. Any creatures who fail their saving throw are also knocked prone. 

Bonus Actions

Crush. As a bonus action, the cloud ray adult crushes a creature it has grappled in its mouth. Melee weapon attack: +11 to hit, one creature grappled. Hit: 29 (5d8 + 7) bludgeoning damage. 

Dream Flight (1/Long Rest). As a bonus action, the cloud ray adult teleports up to 75 ft., taking with it any creatures it has grappled. Any creatures within 10 ft. then take 15 (2d8 + 6) psychic damage, or half as much on a DC 16 Wisdom save. Any creature who fails this save is also stunned. They are allowed another saving throw at the start of each turn to recover.

Sachigo

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