Large monstrosity, chaotic evil
- Armor Class
- 14 (natural armor)
- Hit Points
- 144 (17d10 + 51)
- Speed
- fly 60 ft., 20 ft.
- Challenge
- 11 (7,200 XP)
- Saving Throws
- Dex +6, Str +8, Wis +6
- Skills
- Perception +6
- Senses
- darkvision 60 ft., passive Perception 16
- Languages
- understands Common and Elvish but can't speak
Traits
The peryton doesn't provoke opportunity attacks when it flies out of an enemy's reach.
The peryton has advantage on Wisdom (Perception) checks that rely on sight or smell.
If the peryton fails a saving throw, it can choose to succeed instead.
Actions
The peryton makes two attacks: one with its gore and one with its talons.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) slashing damage.
The peryton chooses up to three creatures within 60 feet of it that it can see. Each creature must succeed on a DC 14 Wisdom saving throw or become cursed. While cursed, whenever the creature makes an attack roll, an ability check, or a saving throw, it must roll a d4 and subtract that number from the roll. A cursed creature can repeat this saving throw at the end of each of its turns, ending the effect on itself with a success. A creature that succeeds on this saving throw is immune to this peryton's Warp Shadow for 24 hours.
Legendary Actions
The peryton makes a Wisdom (Perception) check.
The peryton makes one attack with its talons.
The peryton moves up to its speed toward one target of its choosing. It then makes a gore attack that deals an extra 9 (2d8) piercing damage on a hit.