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 13 (3d8) damage to the target.
Flashpod Resistance. The peryton has advantage on being blinded by items or equipment, whether magical or not.
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 one gore attack and one talon attack.
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Shadow Mark. One creature within 300 feet that the Peryton's shadow passed over this turn must make a DC 16 Charisma saving throw or be cursed for the next minute. Whenever the creature takes damage from one of the peryton's attacks, it must make a DC 16 Wisdom saving throw or be frightened until the end of its next turn.
Description
All archtempered Perytons, whether monstrous, dire or normal, have a dim red glow in their eyes.
Previous Versions
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12/31/2023 2:01:41 PM
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Coming Soon
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