Multiattack. The Aspect makes six Attacks
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage.
Longsword. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) slashing damage.
Ashura’s Grasp (Recharge 4-6). The aspect lets loose a burst of grasping conjuration magic, forcing one creature it can see within 300 feet of it to make a DC 18 Charisma saving throw. On a failed save, the target takes 55 (10d10) force damage and is teleported to an unoccupied space the aspect can see within 20 feet of the aspect. On a successful save, the target takes half as much damage and isn’t teleported.
Nip. Trigger: A creature ends its turn within 5 feet of the aspect. Response: The aspect makes one Bite attack against that creature.
Goad. Trigger: A creature within 120 feet of the aspect which the aspect can see can see misses an attack roll or fails an ability check or saving throw. Response: The aspect hurls a magically infused insult at that creature. The target must succeed on a DC 18 Wisdom saving throw or use its reaction to move its speed toward the aspect. If a creature ends this movement within its reach of the aspect, it can make one melee weapon attack against the aspect as a part of its reaction.
Spell Swallow. Trigger: A creature the aspect can see within 120 feet of it casts a spell. Response: The aspect attempts to duplicate that magic for itself. The creature must make a DC 18 Charisma saving throw. On a failure, the spell is cast as usual, but the aspect also casts the same spell immediately afterward as a part of this reaction. The aspect ignores the material components of any spell cast in this way.
Pernicious Wound When the aspect hits a creature with six or more attack rolls on a single turn, that creature’s hit point maximum is reduced by 9 (1d8 + 5). Someone who get afflicted with Pernicious wounds must make a dc 16 Con Saving throw After any Short or Long rest. On a Success They Regain 9 Max hp. This Effect can Stack.
Reckless. At the start of its turn, the aspect can gain advantage on all melee weapon attack rolls until the start of its next turn, but attack rolls against it have advantage until then.
Three Heads. The aspect can take up to three reactions per round, but only one per turn. Other than opporunity attacks, It can’t use the same reaction option more than once each round.
Legendary Resistance (3/Day). If the aspect fails a saving throw, it can choose to succeed instead
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