Amplify Charge. If the conduit would take any amount of lightning damage, it instead takes no damage, and gains advantage on attack rolls until the end of its next turn.
Field-Bound Flight. While it is within 40 ft. of a solid surface, the conduit has a flying speed equal to its walking speed.
Return Path. When the conduit misses with an attack, it is dragged up to 10 ft. directly toward the nearest solid surface. If it ends this movement within 10 ft. of that surface, the conduit falls Prone, and is Stunned until the start of its next turn.
Multiattack. The conduit makes four Fulgur Arc attacks.
Fulgur Arc. Melee Weapon Attack: +11 to hit (with advantage if the target is wearing metal armor or wielding a metal weapon), reach 40 ft., one target. Hit: 18 (4d8) lightning damage, and the target is dragged up to 10 ft. toward the conduit.
Electroskewer Impalement. A searing bolt spears toward a creature the conduit can see within 30 ft. of it, drawing it into the air. The target must succeed on a DC 19 Dexterity saving throw or take 35 (10d6) lightning damage and start levitating as if affected by the Levitate spell until the end of the conduit's next turn, until the conduit's concentration ends (as if concentrating on a spell), or until the conduit moves more than 30 ft. away from it. While levitating in this way, whenever the target takes any amount of lightning damage, it takes an additional 11 (2d10) force damage.
Alight the Sky (Recharge 5-6). The conduit makes 1d4+1 Fulgur Arc attacks against each creature within 15 ft. of it.
Plasma Flash. When the conduit fails a saving throw to maintain concentration on its Electroskewer Impalement, it can ionize the air around it. Each other creature within 30 ft. that can see the conduit must succeed on a DC 19 Constitution saving throw or be Blinded until the end of its next turn.
Description
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