Huge Monstrosity, Unaligned
Armor Class 22 (natural armor)
Hit Points 406 (28d12 + 224)
Speed 40 ft., Fly 240 ft.
STR
28 (+9)
DEX
20 (+5)
CON
26 (+8)
INT
6 (-2)
WIS
18 (+4)
CHA
12 (+1)
Saving Throws DEX +13, INT +6, CHA +9
Skills Acrobatics +21, Perception +12
Damage Vulnerabilities Cold, Fire, Lightning
Senses Passive Perception 22
Languages --
Challenge 28 (120,000 XP)
Proficiency Bonus +8
Traits

Legendary Resistance (3/day). If the valstrax fails a saving throw, it can choose to succeed instead.

Magic Resistance. The valstrax has advantage on saving throws against spells and other magical effects.

Razor Wings. The valstrax's wings score a critical hit on roll of 19 or 20.

Actions

Multiattack. The valstrax makes three attacks; one with its bite and two with its claws.

Bite. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 23 (3d8 + 9) piercing damage.

Claw. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 16 (2d6 + 9) slashing damage.

Wing. Melee Weapon Attack: +17 to hit, reach 25 ft., one target. Hit: 18 (2d8 + 9) slashing damage.

Homing Barrage (Recharge 5-6). The Valstrax unleashes six homing projectiles at any creature within 120 feet. Each creature targeted by a projectile must make a DC 25 Dexterity saving throw, taking 14 (3d8) fire damage for each projectile on a failed save. On a successful saving throw, the target takes only half of the damage. Multiple projectiles can be directed at a single target. A creature who takes damage from a homing projectile is treated as if they are within an Antimagic Field for one round.

Legendary Actions

The Valstrax can take three legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Valstrax regains spent legendary actions at the start of its turn.

Heightened Detect (Costs 1 Action). The Valstrax makes a Wisdom (Perception) check with advantage.

Wing Strike (Costs 1 Action). The Valstrax makes a wing attack.

Around the World (Costs 3 Actions)*. The Valstrax rockets itself up into the air, flying up double its movement speed without provoking opportunity attacks and then rockets itself back into the earth. The Valstrax must end its movement on a solid surface. When it ends its movement, each creature within a 20-foot radius must succeed on a DC 25 Dexterity saving throw, taking 33 (6d10) fire damage and 33 (6d10) bludgeoning damage on a failed save. On a successful save, the creature takes only half of the damage. The Valtrax is then stunned until the start of its next turn.
*If the Valstrax uses this action just before its next turn , it is instead stunned until the end of its next turn.

Gingr96

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