Charge: Once per turn as a bonus action this monster may choose to generate an electric charge. The portion of the body that gets the charge is determined by rolling 1d6. Depending on which part of the body is charged, this monster will gain lightning damage on its attacks and a new attack. However, if a player choses to target a charged part, they may make the attack with advantage. The monster will also have to pass a con save of 16 or be knocked prone and lose one attack on its next turn.
Wing Slam: +8 to Hit, single target. 4d6+8 Damage, the monster rears backwards and attempts to slam its wing down on a target. If this monsters' wings are charged, this attack will deal 2d6 bonus lightning damage, and the player must pass a con save of 15 or be paralyzed. The player may make another roll to rid themselves of this effect on their turn.
Fierce Charge. +8 to Hit, Single target. 4d12 of Bludgeoning damage. The monster plants both wings on the ground and chooses a target. It then lunges at a high speed and slams both wings down in succession.
Tail swipe: +8 to Hit. The monster spins in a circle dealing damage to anything a 15ft radius around it. a target hit takes 2d12+8 of bludgeoning damage.
Tail Beam: Dex Save , line, 40ft range. 4d6 lightning Damage. Charged state only: The monster turns around and slams its tail onto the ground, firing a beam of pure electricity across the ground in a 50ft line that is 10ft wide. All players in its way must pass a dex save of 16 or take 4d6 lightning damage and become paralyzed, or half the damage and no paralysis if passed.
Tail Burst: DC17, Circle, 20ft. 3d12 lightning damage. The monster flies up and stabs its tail into the ground, releasing a blast of electricity in the area around it. All players caught in its range must pass a Dex save of 17 or take 3d12 lightning damage, or half as much on a successful save.
Lightning Blade, Charged state only. +8 to hit. 4d8 Lightning damage. The Monster rears its head up, channeling electricity to its horn to create a blade of lightning to slice its opponents.
Spit Lightning, +4 to hit, 2d8 lightning damage, multitarget. The monster spits two balls of electricity, choosing one or two players to target. If the player is hit, they take 2d8 lightning damage.
Description
Astalos are brutal and vicious wyverns. Covered in spikes and powerful, they are not to be taken lightly. They also have the ability to vibrate parts of their body to generate, and store, a powerful electric charge. Beware the vibrant green glow and you may survive.
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