Dive Attack. If the astalos is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 4 (1d8) lightning damage to the target.
Horn. Melee Weapon Attack. +6 to hit, reach 5 ft., one target. Hit: 18 (1d8 + 4) piercing damage plus 4 (1d8) lightning damage.
Tail. Melee Weapon Attack. +6 to hit, reach 10 ft., one target. Hit: 18 (1d8 + 4) piercing damage plus 4 (1d8) lightning damage. If the target is a creature, it must make a DC 14 Constitution saving throw or become paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the paralysis on itself on a success.
Lightning Pillar (Recharge 5-6). A vertical column of lightning roars down from the sky in a location within 45 feet of the astalos. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on that location must make a DC 16 Dexterity saving throw, taking 45 (2d6) lightning damage on a failed save, or half as much damage on a successful one.
Bonus Action Name. Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Known as the "Thunder Wyvern." Astalos body is almost entirely covered in sharp, dark green plating, although it has a more bright colored underside. Unlike any other Flying Wyvern, Astalos' wings resemble those of an insect, most precisely a glasswing butterfly's wings. Its thin legs have three toes. Its tail is long, making up almost half of the monster's length, and it has two pairs of earwig-like pincers at the tip. It has a relatively small head, with a big horn on top of it. Its eyes are red.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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