Brute. A melee weapon deals one extra die of its damage when the lynel hits with it (included in the attack).
Danger Sense. The Lynel has advantage on Dexterity saving throws against effects it can see.
Improved Critical. The Lynel scores a critical hit on a roll of 19 or 20 on the d20.
Legendary Resistance (1/day). If the Lynel fails a saving throw, it can choose to succeed instead.
Multiattack. The lynel makes three melee attacks or two ranged attacks.
Lynel Spear. Melee or Ranged Weapon Attack: +10 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 19 (3d8 + 5) piercing damage, or 21 (3d10 + 5) piercing damage if used with two hands to make a melee attack.
Lynel Bow. Ranged Weapon Attack: +8 to hit, range 80/320 ft., one target. Hit: 16 (2d12 + 3) piercing damage plus 10 (3d6) lightning damage from magical arrows. The target must make a DC 16 Constitution save or be Paralyzed until their next turn.
This variant of the blue lynel wields either fire or ice arrows instead of electric arrows. A lynel can only have one type of arrow. Different types of arrows do not alter the blue lynel's challenge rating.
Lynel Bow. Ranged Weapon Attack: +8 to hit, range 80/320 ft., one target. Hit: 16 (2d12 + 3) piercing damage plus 10 (3d6) cold damage from magical arrows. The target must make a DC 16 Constitution save or be restrained in a layer of ice. Until this affect ends, the target takes 1d6 cold damage each turn. This affect ends when the target takes an action to break free. This affect also ends if the target takes 1 fire damage or 5 of any other damage besides cold.
Lynel Bow. Ranged Weapon Attack: +8 to hit, range 80/320 ft., one target. Hit: 16 (2d12 + 3) piercing damage plus 10 (3d6) fire damage from magical arrows. The target must make a DC 16 Constitution save or catch on fire. A target on fire takes 1d10 fire damage each turn until someone takes an action to put it out. This destroys any burnable equipment or weapons the target is carrying.
Invoke Flame (Recharge 5-6). The lynel does one of the following:
- The lynel exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one.
- Thrusting its weapon into the ground, the lynel detonates a wave of flame that sweeps out from it. Each creature in a 20-foot circle originating from the lynel must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 35 (10d6) fire damage, is pushed 10 feet away from it and knocked prone. On a successful save, the creature takes half as much damage and isn’t pushed or knocked prone.
Description
The fur of these lynels is a dark blue color, with their manes being a pale silver-blue. Blue lynels are often considered elite warriors among their kind. In the rare instances lynels form a tribe, it is usually led by one of this variety. The only varieties that could outperform their prowess—gold and silver lynels—are in most eras exceedingly rare, akin to myth.
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