Dust Cloud. Whenever the boltforager makes an attack, it produces a cloud of orange dust with the flapping of its wings. The cloud is a 10 ft. radius sphere centered on the bolt forager and its area is heavily obscured. It lasts until the end of the round or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Any creature in the sphere who inhales the dust must make a DC 11 Constitution save or be infected with parasites. After 1d4+1 days, the target must make another DC 11 Constitution save or be afflicted by the parasites' disease, reducing its maximum hit points by 2 (1d4) every hour.
Keen Sight and Smell. The boltforager has advantage on Wisdom (Perception) checks that rely on sight or smell.
Pack Tactics. The boltforager has advantage on an attack roll against a creature if at least one of the boltforager's allies is within 5 feet of the creature and the ally isn't incapacitated.
Horn. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.
Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Description
Brick-red feathers covered in light-orange dust cause boltforagers to stand
out against tropical blue skies, so these carrion birds rarely take wing in
broad daylight. They hunt most frequently from skies painted by sunrise or
sunset, letting their wings blend in with the pinks and oranges, and allowing
them to drop down like a bolt from the darkening sky. A bony yellow ridge
protrudes in a long spike over a boltforager’s beak, and the feathers covering
its head resemble a furry mohawk from a distance. The birds stink of death,
and their feathers emit clouds of dust with each flap of their wings.
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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