Large Aberration, Unaligned
Armor Class 18 Natrual Armor
Hit Points 174 (20d10 + 74)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
STR
13 (+1)
DEX
18 (+4)
CON
14 (+2)
INT
13 (+1)
WIS
15 (+2)
CHA
14 (+2)
Saving Throws DEX +11, INT +8
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Poisoned
Senses Blindsight up to 60ft., Passive Perception 15
Languages Undercommon Undercommon
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Flyby. The Armored Flyer doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Damage Absorption. When the Armored Flyer is subjected to fire, cold or lightning damage, it takes no damage and instead regains hit points equal to the damage dealt.

Magic Resistance. The Armored Flyer has advantage on all saving throws against being hit by a spell.

Actions

Multiattack. The Armored Flyer makes 4 attacks: 1 with it's swoop, 1 with it's bite and 2 with it's claws.

Bite. +8 to hit, reach 5 ft., one target. Hit: 14 (2d6+8) piercing damage plus 5 (1d10) poison damage. Target makes a DC18 Constitution Saving Throw or be poisoned for 1 minute and lose it's memory for the past 2 (1d4) days.

Claws. +8 to hit, reach 5 ft., one target. Hit: 14 (2d6+8) slashing damage.

Tail. +8 to hit, reach 10 ft., one target. Hit: 16 (2d8+8) bludgeoning damage.

Swoop. +3 to hit, reach 80ft., one target. Hit: 28 (4d10+8) bludgeoning damage.

Extract Brain. +8 to hit, reach 5 ft., one creature which is grappled by the Armored Flyer. Hit: 50 (10d10) piercing damage. If this attack reduces the target to 0 hit points, the target's brain is devoured by the Armored Flyer.

Energy Hurler. +8 to hit, range 120ft., one target. Hit: 34 (5d10+8) fire or cold damage. If there's another creature within 5 ft. of the target, it makes a DC18 Dexterity Saving Throw or take the damage too.

Reactions

Sentinel. If a dragon or similar winged creature that is friendly to the Armored Flyer takes damage, the Armored Flyer can use its reaction to make an attack against an enemy.

Legendary Actions

Legendary Actions. (3 Actions)

Hyper. The Armored Flyer can move twice it's speed the next round.

Engulf. (Costs 2 Actions) The Armored Flyer makes a claw attack against a creature within it's reach. If the attack hits, the target is grappled. While the target is grappled, it cannot breathe and is blinded. The Armored Flyer then can make an Extract Brain or Bite attack on the grappled creature with advantage on the attack roll. The Armored Flyer cannot grapple more than one creature.

Double Shot. The Armored Flyer makes an Energy Hurler attack.

Description

The Armored Flyer is an otherworldly creature which had come from the outer planes of existence. An Armored Flyer is a terrifying sight, with a skull-like head, a long snout and razor-sharp teeth. It's wings are tipped with sharp claws to act like forelegs on the ground, and as grip to climb on horizontal surfaces. It's tail ends in an ovalish cocoon, but from it can fire rays of flame or frost. The Flyer's body is covered in tough scales, from head to tail. Flyers make their lairs in ruins of old cities, but if they can't find any they would settle for mountains or forests. They use their energy-hurling skills to carve intricate patterns onto the floor and walls, hence it is not unheard of to see the ground of their lairs covered in drawings or doodles. The Armored Flyer has a nasty habit of eating it's prey's brains, much like Mind Flayers. However, they do have a softer side. Flyers often encounter dragons which they think much like themselves. They help dragons in need and in return the dragons do give them information or safe passage through their territory. It is not uncommon to see Pseudodragons flying alongside Armored Flyers.

Lair and Lair Actions

The Armored Flyer's lair is interlaced caverns which are dark, with lots of ruins and cover to give the Flyer an advantage over intruders. An Armored Flyer encountered in it's lair has a Challenge Rating of 22 (41,000 xp)

Lair Actions

On initiative count 20, the Armored Flyer takes a lair action to cause one of the following effects; the Armored Flyer can’t use the same effect two rounds in a row:

  • Grasping vines erupt from a point within 60ft. of the Flyer. All creatures within 10ft. of the point must succeed on a DC18 Dexterity Saving Throw or be restrained onto the ground and blinded. (Escape DC20 Strength)
  • Fire blasts out of the ground from the point here the Flyer is. All creatures within 20ft. of the point must succeed on a DC18 Dexterity Saving Throw or take 18 (6d6) fire damage, or half on a success. The Armored Flyer also is hit by the blast and regains hit points.
  • Spikes explode from the walls. All creatures within 30ft. of the Flyer makes a DC18 Dexterity Saving Throw or take 18 (6d6) piercing damage and be knocked prone.

Regional Effects

The region containing a legendary Armored Flyer’s lair is changed by its otherworldly presence, which creates one or more of the following effects:

  • Tremors are common within 5 miles of the lair.
  • Pseudodragons live around the lair.
  • The waters within 1 mile of the lair turn luminescent.
  • There is a slight increase in the temperature of the air.

If the Armored Flyer dies, these effects fade over the course of 2d10 days.

Monster Tags: Armorabberation

Habitat: ForestMountainUnderdark

Baserunner

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