Zburator

Large monstrosity, chaotic good

Armor Class 18 (natural armor)

18 (natural armor) Hit Points 195 (23d10 + 69)

195 (23d10 + 69) Speed 60 ft., Fly 80 ft.

STR DEX CON INT WIS CHA 25 (+7) 19 (+4) 17 (+3) 14 (+2) 12 (+1) 15 (+2)

Saving Throws Dex +8, Con +7, Wis +5, Cha +6

Dex +8, Con +7, Wis +5, Cha +6 Skills Acrobatics +8, Perception +5, Stealth +8

Acrobatics +8, Perception +5, Stealth +8 Damage Immunities fire

fire Condition Immunities paralyzed, unconscious

paralyzed, unconscious Senses blindsight 30 ft, darkvision 120 ft, passive Perception 15

blindsight 30 ft, darkvision 120 ft, passive Perception 15 Languages Understand common but can't speak it, Draconic

Understand common but can't speak it, Draconic Challenge 10 (5900 XP)

Keen Hearing and Smell. The Zburator has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The Zburator has advantage on an attack roll against a creature if at least one of the zburator's allies is within 5 feet of the creature and the ally isn't incapacitated.

Dive Attack. If the Zburator is flying and dives at least 30 feet. straight toward a target and then hits it with a melee weapon attack or damages it with a flame blast/fire breath, the target takes an extra (7d6) of damage.

Flyby. The Zburator doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Actions

Multiattack. The Zburator makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 7) piercing damage.If the target is a creature it must Succeed on a DC 13 strength saving throw or be knocked prone.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

Fire Blast. Ranged Weapon Attack: +11 to hit, range 80/320 ft., one target. Hit: 24 (5d6 + 7) fire damage.

Flame Breath (Recharge 5-6). The Zburator exhales fire in a 30-foot cone. Each creature in that area must make DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.

Reactions

Alpha's Call (Recharges after a Short or Long Rest). When the Zburator is reduced to below one quarter of its maximum hit points, roll a d20. On a result of 12 or higher, 1d6 wolves and 1d4 dire wolves appear at the end of the Zburator's next turn. These creatures are friendly to the Zburator and will follow its commands

Soaring Updraft. As a reaction when the Zburator is damaged on the ground, it can boost away with a blast of flame, flying up to 30 feet without provoking opportunity attacks. Creatures within 10 feet of its departure point must make a DC 17 Dexterity saving throw or take (2d6) of fire damage.