Elemental Affinity. At the start of each of its turns, the aspect of Tarvor can choose one of the following damage types: acid, cold, fire, lightning, poison. The aspect gains resistance to the chosen damage type, and its Stinger and Breath Weapon deal damage of the chosen type.
Multiattack. The aspect makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. The target must make a DC 15 Constitution saving throw, taking 24 (7d6) Elemental Affinity damage on a failed save, or half as much damage on a successful one.
Breath Weapon (Recharge 5-6). The aspect exhales a blast of elemental energy in a 30-foot cone. Each creature in the area must make a DC 15 Dexterity saving throw, taking 24 (7d6) Elemental Affinity damage on a failed save, or half as much damage on a successful one.
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