b'Amaru \n'b'  Large   monstrosity ,  neutral  \n'b'  Armor Class  18 (natural armor) \n'b' Hit Points  199 (19d10 + 95) \n'b' Speed  40 ft., fly 80 ft.\n'b' STATS STR: 23 (+6) DEX:  15 (+2)  CON:  21 (+5)  INT:  13 (+1)  WIS:  19 (+4)  CHA:  15 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +7,  Con  +10,  Int  +6,  Wis  +9,  Cha  +7 \n'b' Skills   Insight  +9,  Perception  +9 \n'b' Damage Resistances  lightning, thunder \n'b' Senses  passive  Perception  19 \n'b' Languages  Auran, Draconic \n'b' Challenge  15 (13,000 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Legendary  Resistance  (2/Day) . If the amaru fails a saving throw, it can choose to succeed instead. \n'b'  Stormwing . While flying an amaru\xe2\x80\x99s movement is unaffected by wind and weather conditions. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The amaru makes three attacks: one with its bite and two with its claws. \n'b'  Bite .  Melee Weapon Attack : +11 to hit, reach 5 ft., one target.  Hit : 17 (2d10 + 6) piercing damage. \n'b'  Claw .  Melee Weapon Attack : +11 to hit, reach 20 ft., one target.  Hit : 15 (2d8 + 6) slashing damage. \n'b'  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. \n'b'  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. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The amaru can take 3 legendary  actions , choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The dragon regains spent legendary  actions  at the start of its turn. \n'b'\n'b'  Claw Attack . The amaru makes a claw  attack . \n'b'  Detect . The amaru makes a  Wisdom  ( Perception ) check. \n'b'  Wing Attack (2 Actions) . 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. \n'b'\n'b' ABOUT \n'b' Amarus are primal creatures who have flown the skies since ancient times. An amaru has a long, serpentine body, condor-like wings, four legs ending in dangerous talons, and a puma-like face. They can converse with humanoids, but rarely do so unless the petitioner can pique their curiosity or sympathy. An amaru may turn is wrath on the impudent or profane, or it may choose to guide and protect innocent beings. At other times, they seem as capricious and destructive as nature itself in its fury. It is difficult to bribe an amaru, as there are few things they truly need or covet. However, they are not above temptation if the prize is truly great. \n'b'  Territorial . Amarus, much like dragons, create lairs in high places. Their territories are often near but not overlapping with those of their own kind. An amaru is unlikely to challenge a dragon unless enraged, but will without hesitation drive away most other intruders that threaten its domain. Amarus rarely amass coins, but may collect gems, pieces of art, or magic items. They live alone, entertaining only the most powerful and intriguing guests, if any. \n'b'  Earth and Sky . Amarus are masters of the elemental forces of earth and air, able to fly through storms and even call down lightning. Their range extends even to the Ethereal and the  elemental  planes, where they sometimes lair.'