Actions/Abilities/Traits: (D&D 5e)
Action
Bite
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) piercing damage.
Action
Call Lightning (Recharge 5-6)
The amaru magically calls down a bolt of lightning from above to a point within 120 feet it can see. Each creature within 5 feet of that point must make a DC 18 Dexterity saving throw. A creature takes 44 (8d10) lightning damage on a failed save, or half as much damage on a successful one. Outdoors in stormy conditions, the increases to 49 (9d10) lightning damage.
Action
Claw
Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 15 (2d8 + 6) slashing damage.
Action
Multiattack
The amaru makes three attacks: one with its bite and two with its claws.
Action
Plane Shift (1/Day)
The amaru and up to one willing rider travel to the Ethereal Plane, the Elemental Plane of Air or Earth, or back to the material plane. The amaru magically teleports to a general location it chooses, or to a teleportation circle sigil known to it.
Legendary Action
Claw Attack
The amaru makes a claw attack.
Legendary Action
Detect
The amaru makes a Wisdom (Perception) check.
Legendary Action
The amaru beats its wings. Each creature within 10 feet of the amaru must succeed on a DC 18 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The amaru can then fly up to half its flying speed.
Special
Legendary Resistance (2/Day)
If the amaru fails a saving throw, it can choose to succeed instead.
Special
Stormwing
While flying an amaru's movement is unaffected by wind and weather conditions.