Multiattack. The Aberconway makes two Talon attacks plus one Tail Strike if flying or two Slam Attacks plus one Tail attack If standing.
Talon Attack. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Tail Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10(1d6 + 7) bludgeoning damage.
Slam. Melee Weapon Attack: +7 to hit, range 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage.
Fire Breath (Recharge 5–6). The Aberconway exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.
Snatch. If the Abercronway hits with both slam attacks against a Medium or smaller creature, it Snatches that creature. That creature grappled by it and it must succeed on a DC 15 Strength saving throw at the start of each of the Aberconway's turns or take 14 (2d6 + 7) bludgeoning damage. If the Abercronway moves, the engulfed target moves with it. The Aberconway can no make slam attacks while a creature is Snatched.
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