The crane casts on a single target that must make a DC15 Wisdom saving throw or they are put to sleep for 1min.
1d10 heal on a chosen target.
The Crane can move through a space as narrow as 1 inch wide without squeezing.
Any creature that touches the Crane or hits it with a melee attack while within 5 feet of it takes 5 ( 1d10 ) Lightning damage. In addition, the Crane can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 5 ( 1d10 ) Lightning damage.
Flyby.The Crane doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Illumination.The Crane sheds bright light in a 60-foot radius and dim light for an additional 60 feet.
Legendary Resistance (3/Day).If the Crane fails a saving throw, it can choose to succeed instead.
Siege Monster.The Crane deals double damage to objects and structures.
Crane DashIf the Crane moves at least 20 ft. straight toward a creature and then hits it with a peck attack on the same turn, that target must succeed on a DC 14 Strength Saving Throw or be knocked prone. If the target is prone, the crane second can make a peck Attack against the creature as a Bonus Action.
Multiattack.
The Crane makes one Beak attack and one Shock Talons attack.
Beak. Melee Weapon Attack:1d20+13 to hit, reach 15 ft., one target. Hit: 15 ( 2d6+8 ) Lightning damage.
Shock Talons. Melee Weapon Attack:1d20+13 to hit, reach 15 ft., one target. Hit: 17 ( 2d8+8 ) Lightning damage.
The Crane 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’s turn. The phoenix regains spent legendary actions at the start of its turn.
Move.The Crane moves up to its speed.
Peck.The Crane makes one Beak attack.
Swoop (Costs 2 Actions).The Crane moves up to its speed and makes one Shock Talons attack.