Dive Attack. If the peryton is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 9 (2d8) damage to the target.
Flyby. The peryton doesn't provoke an opportunity attack when it flies out of an enemy's reach.
Keen Sight and Smell. The peryton has advantage on Wisdom (Perception) checks that rely on sight or smell.
Multiattack. The peryton makes two melee weapon attacks per turn or one Acid Expulsion attack per turn.
Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d8 + 5) piercing damage.
Talons. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d4 + 3) piercing damage.
Acid Expulsion. The peryton exhales acid in a 60-foot cone that is 30 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking (5d8) acid damage on a failed save, or half as much damage on a successful save.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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