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 16 (3d10) damage to the target. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.
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.
Enraged Eyes. When the peryton becomes aggressive and/or is reduced to 72 hit points or less, its eyes begin to shed dim light in a 5-foot radius.
Horrific Critical. If the Peryton reduces a humanoid creature to 0 HP with a critical hit, it may make a gore attack against the same target as a bonus action. On a hit, the Peryton tears out the victims heart with its teeth. Each creature within 30 feet that sees this must make a DC 16 Wisdom saving throw or be frightened until the end of the Peryton's next turn.
Multiattack. The peryton makes one gore attack and one talon attack.
Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 6) piercing damage.
Talons. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 20 (5d6 + 6) piercing damage.
Shadow Mark. One creature within 300 feet that the Peryton's shadow passed over this turn must make a DC 17 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 18 Wisdom saving throw or be frightened for 1 minute.
Description
All archtempered Perytons, whether monstrous, dire or normal, have a dim red glow in their eyes.
Previous Versions
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