20 (natural armor)
656 (32d20 + 320)
60 ft., fly 80 ft.(hover), canHover true ft.
dex +12, cha +16
arcana +15, perception +14
cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
thunder
charmed, frightened, paralyzed, petrified
truesight 120 ft.
Giant, Primordial
26
+8
The scion doesn't provoke opportunity attacks when it flies out of an enemy's reach.
If the scion fails a saving throw, it can choose to succeed instead.
The scion has advantage on saving throws against spells and other magical effects.
The scion deals double damage to objects and structures.
The scion makes one attack using Cloud Morningstar or Wind Javelin, as well as two Slam attacks.
Melee Weapon Attack: +18 to hit, reach 30 ft., one target. Hit: 32 (4d10 + 10) force damage plus 22 (4d10) thunder damage.
Ranged Weapon Attack: +18 to hit, range 120/480 ft., one target. Hit: 42 (5d12 + 10) thunder damage, and the target must succeed on a DC 26 Strength saving throw or have the prone condition.
Melee Weapon Attack: +18 to hit, reach 20 ft., one target. Hit: 28 (4d8 + 10) force damage.
The scion magically creates a vortex of wind in a 60-foot-radius sphere centered on a point it can see within 120 feet of itself. Each creature in the sphere must succeed on a DC 24 Strength saving throw or be pulled straight toward the sphere's center, ending in an unoccupied space as close as possible to the center. Then a burst of thunder erupts in a 30-foot-radius sphere centered on the same point. Each creature in that area takes 52 (8d12) thunder damage and must succeed on a DC 24 Constitution saving throw or have the stunned condition until the end of its next turn.
The scion conjures a magical cloud that fills a 30-foot-radius sphere centered on a point it can see within 90 feet of itself. Each creature in that area must make a DC 24 Wisdom saving throw. On a failed save, a creature has the charmed condition until the end of its next turn. While it has the charmed condition, the creature must use its action to make a melee attack against a creature other than itself of the scion's choice. If no creature is within its reach, the affected creature makes a ranged attack against a creature of the scion's choice, throwing its weapon if necessary. On a successful save, a creature is immune to the scion's Fog of Deception for the next 24 hours.