Devil's Sight. Magical darkness doesn’t impede Bycanther’s darkvision.
Maddening Aura. Any creature hostile to Bycanther that starts its turn within 20 feet of him must make a DC 23 Wisdom saving throw. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to Bycanther's Maddening Aura for the next 24 hours.
Magic Resistance. Bycanther has advantage on saving throws against spells and other magical effects.
Magic Weapons. Bycanther's weapon attacks are magical.
Innate Spellcasting. Bycanther's spellcasting ability is Charisma (spell save DC 23). Bycanther can innately cast the following spells, requiring no material components:
At will: awaken, counterspell, dancing lights, detect magic, fireball, mass suggestion, otto's irresistible dance, wall of fire
3/day each: dominate monster, feeblemind, fire storm, resurrection, soul cage, summon greater demon (8th level)
1/day: meteor swarm, weird
Flyby. Bycanther doesn’t provoke opportunity attacks when he flies out of an enemy’s reach.
Illumination. Bycanther sheds bright light in a 60-foot radius and dim light for an additional 30 feet.
Legendary Resistance (3/Day). If Bycanther fails a saving throw, he can choose to succeed instead.
Regeneration. Bycanther regains 20 hit points at the start of his turn. If he takes water damage, this trait doesn’t function at the start of his next turn. Bycanther dies only if he starts his turn with 0 hit points and doesn’t regenerate.
Multiattack. Bycanther makes four attacks: one with his beak, one with his talons, one with his glaive, and one with his tail.
Beak. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 22 (4d10 + 8) piercing damage. The target must succeed on a DC 23 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 21 (6d8) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Fiery Talons. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 17 (2d12 + 8) slashing damage plus 15(3d6) fire damage
Glaive. Melee Weapon Attack: +18 to hit, reach 35 ft., one target. Hit: 15 (5d10 + 8) bludgeoning damage plus 21 (3d10) fire damage.
Tail. Melee Weapon Attack: +16 to hit, reach 25 ft., one target. Hit: 24 (3d10 + 8) bludgeoning damage.
Bycanther can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Bycanther regains spent legendary actions at the start of his turn.
Glaive. Bycanther makes one glaive attack.
Tail. Bycanther makes two tail attack.
Move. Bycanther moves up to his speed.
Swoop (Costs 2 Actions). Bycanther moves up to its speed and attacks with its fiery talons.
Comments