Keen Sight and Smell. The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.
Legendary Resistance (3/Day). If the vulture fails a saving throw, it can choose to succeed instead.
Multiattack (3/day). The vulture can use its Minor magic. It then makes one extra attack with its beak or its talons.
Giant Beak. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 42 (6d10+12) piercing damage.
Giant Talons. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 45 (5d12+15) slashing damage.
Minor magic (6/day). The vulture can use any 1-5th level spell. Or use this as a bonus action and use 1 cantrip.
Necrotic screech (Recharge 3/4). The vulture emits necrotic sound waves in a 50-foot cone. Each creature in that area must make a DC 26 Wisdom saving throw, taking 108 (27d8) necroticc damage on a failed save, or half as much damage on a successful one.
Magic Absorb. The vulture can absorb a spell (if it has not used its action or bonus action) and take only half damage and gain resistance to that spell effect for 3 turns.
Detect. The vulture makes a Wisdom (Perception) check.
Mind Twisting Whispers. The target must succeed on a DC 20 wisdom saving throw or has to make an attack on a creature that is hostile to the vulture. The vulture chooses to wich creature the attack is targeted. If the creature fails the saving throw with 10 or less it has to make two attacks against creatures that are hostile to the vulture.
Ancient magics (3/day). The vulture can use any 7-8th level spell.
Description
Ancient Vulture
Old as dragons. It is said that ancient vultures have roamed the world since the begining of time, some say they came to be when dragons came to be. An ancient vulture will however never fight a dragon if it does not attack it, they have a form of mutual respect for each other. Just like dragons they have these massive lairs, but how a dragon's lair is mostly filled with gold, an ancient vulture's lair is filled with its dead victims, mostly bones and flesh.
Smart but unreasonable. Ancient vulture's are not ones to reason about things. Do you want an ancient magic gemstone but it is guarded by an ancient vulture and you want to kindly ask for it? You will probably be killed. These vultures are almost always evil because their bloodlust is never stilled. There are however stories about ancient vultures who stood above their bloodlust and helped for good.
Celestial blood. An ancient vulture always has one of the three Celestial bloodlines. -Protector's calling. These ancient vultures are called by the gods to guard artifacts and important magic items, they are the oldest and wise of their kind and are not always bad. (+3 wisdom, +5 intelligence.) -Hunter's calling. These ancient vultures are most called by dark beings to hunt and kill, they are often the most dark and evil of their kind, they will kill everything. (+3 strength, +5 dexterity) -Higher calling. These ancient vultures are the most god-like and are often warbeasts of dark gods, or even good gods, they fight in wars of gods. They are celestial beings, making it so their monster type changes to celestial. (+2 in every stat, +10 charisma)
Lair and Lair Actions
Shadows. The vulture has advantage on Dexterity(stealth) checks for 1d10 turns.
Ancient Powers (5/day). The vulture can make one of its attacks on any creature in a 200 ft. radius around it. The vulture then chooses the kind of damage it does. If hit this negates the targets immunities and resistances for 3 hours.
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