Magical Resistance. Arteris has advantage on saving throws against spells and other magical effects.
Legendary Resistance (3/day). If Arteris fails a saving throw, Arteris can choose to succeed instead.
Multiattack. Arteris makes four attacks. Three claw attacks and one bite attack.
Claw. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 30 (5d8 + 8) piercing damage and 14 (4d6) fire damage.
Bite. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 30 (5d8 + 8) piercing damage and 14 (4d6) fire damage.
Breath of Charms (recharge 5-6). Arteris exhales a magical gas in a 60 foot cone. All creatures within the cone must make a Charisma saving throw (DC 21). On a failure they become charmed by Arteris for 24 hours. On a success they become immune to his charming breath for one hour.
Enter the description for how bonus actions work for your monster here.
Arteris can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Arteris regains all spent legendary actions at the start of its turn.
Detect. Arteris makes a Wisdom (Perception) check.
Tail Swipe. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 40 (5d12 + 8) bludgeoning damage.
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