Sight from above. The Volard has advantage on Wisdom (Perception) checks while in the air.
Multiattack. The Impaler makes two attacks with their claws.
Claws (while flying). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. If the roll to hit was 19 or 20, the Impaler can grab the target and then lift into the air with their movement. (escape DC15)
Spear. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 60/90 ft., one target. Hit: 12 (2d10 + 5) piercing damage.
Fly and grab. While moving in the air, the Volard can try to grab a target while passing it. The target must succeed on a DC 15 Dexterity or Strength saving throw or be grabbed. After the attack, the Volard will try to fly with the creature into open air and drop it from a height. While still grabbed, the creature can repeat the Strength saving throw with the DC 15 to free itself or use other actions.
The Volard can take 2 legendary actions, choosing from the options below. Only one legendary option can be used at a time and only at the end of another creature's turn. The Volard regains spent legendary actions at the start of their turn.
Attack. The Volard attacks with the Spear.
Confusing riddles. As a bonus action, the Impaler can tell a confusing riddle that comments on the current situation and has some enchantments woven into it. All creatures within 60 ft. who can hear the riddle must succeed on a DC 15 Intelligence saving throw or take 9 (2d8) psychic damage and have disadvantage on their next saving throw or attack during this round.
Make them fall. If the Volard is at least 60 ft. above the ground and is grabbing a creature, they can drop it. The moment it hits a solid surface it takes 14 (4d6) bludgeoning damage. If the creature drops on another creature, that creature must succeed on a DC 15 Dexterity saving throw or take the same damage and be knocked prone.
Spear throw (Costs 2 Actions) While in the air, the Volard hits a target within 120 ft. with their spear, which sends waves through the ground within 30 feet of the strike. If the target is a creature, it must succeed on a DC15 Dexterity saving throw, taking 14 (2d8 + 5) piercing damage on a failed save or none on a successful one. Then, each creature on the ground in the area affected by the tremors must make a DC 15 Dexterity saving throw. On a failed save, the creature takes 14 (4d6) bludgeoning damage and is knocked prone, and on a successful one, it only takes half as much damage.
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