Magic Weapons. The Asylum Demon's weapon attacks are magical.
Grand Sweeps. If the Asylum misses an attack, it can use its bonus action to make an additional attack at disadvantage against a different target within range.
Greatclub: Melee weapon attack: +2 to hit, reach 5 ft. one target. Hit: 19 (2d8+2) bludgeoning damage.
Rock Throw: Ranged attack, +2 to hit, reach 50 ft. Rock or stone material must be present and within 5 ft. Asylum Demon picks up debris and chucks at target. Hit: 18 (1d8+4)
Slam: While flying, the Asylum Demon drops to the ground from a height of at least 10 feet, and takes no damage from falling when doing so. Each creature in the area the Asylum Demon lands in must make a DC 15 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 6 (1d6+2) bludgeoning damage, plus an additional 3 (1d6) for every 10 ft the Asylum Demon dropped when making the attack, to a maximum of 30 feet. On a successful save, the creature takes no damage, isn't knocked prone and is only pushed 5 ft. out of the Asylum Demon's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the Asylum Demon's space.
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