Legendary Resistance (3/Day). If the arabhar fails a saving throw, it can choose to succeed instead.
Lightning Rod. Whenever the arabhar is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt. It can then use its reaction to make one lightning strike attack.
Magic Resistance. The arabhar has advantage on saving throws against spells and other magical effects.
Siege Monster. The arabhar deals double damage to objects and structures.
Turbulence Incarnate. The first time the arabhar and a creature come within 60 feet of each other, that creature must make a DC 21 Dexterity saving throw. On a failure, the creature takes 21 (2d12 + 8) bludgeoning damage and is knocked prone. On a success, the creature takes half as much damage and isn't knocked prone.
Violent Winds. Ranged attacks made against the arabhar or against creatures within 60 feet of the arabhar are made with disadvantage.
Multiattack. The arabhar can use its Wind Blast. It then makes four attacks: one with its bite, two with its slam, and one with its tail. It can replace any number of these attacks with a Lightning Strike instead
Bite. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 34 (4d12 + 8) piercing damage plus 13 (2d12) lightning damage.
Lightning Strike. RangedWeapon Attack: +13 to hit, range 120/240 ft., one target. Hit: 36 (5d12 + 4) lightning damage.
Slam. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.
Tail. Melee Weapon Attack: +17 to hit, reach 25 ft., one target. Hit: 34 (4d12 + 8) slashing damage.
Wind Blast. Each creature within 120 feet of the arabhar that isn't behind total cover from the arabhar must make a DC 21 Dexterity saving throw, taking 21 (2d12 + 8) bludgeoning damage and falling prone on a failure. On a success, the creature takes half damage and isn't knocked prone. Until the end of the arabhar's next turn, a creature moving toward the arabhar must spend 2 feet of movement for every 1 foot it moves.
The arabhar 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. The arabhar regains spent legendary actions at the start of its turn.
Attack. The arabhar makes one bite attack or tail attack.
Move. The arabhar moves up to half its speed.
Lightning Storm (Costs 2 Actions). The arabhar makes two Lightning Strikes, each against a separate target.
Description
Traveling amidst storms, the arabhar is often seen only as a massive silhouette in the clouds, lit briefly by the flashing lightning that surrounds it. This enormous flying serpent crackles with energy as it twists through the air, bringing thunder and gales wherever it goes. Massive fangs, powerful coils, and a bladed tail are all meager threats compared to the bolts of lightning that spark off of the creature's scales as it moves.
Previous Versions
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4/26/2019 4:40:06 PM
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7/8/2019 3:58:22 PM
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102
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Coming Soon
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