Innate spellcasting. The Hoorockra's spellcasting ability is Wisdom, Spell save DC 16, it can innately cast the following cast the following spells requiring no components.
legendary resistance 3/day. if the Hoorockra fails a saving throw it can choose to succeed it instead Magic resistance. The hoorockra has advantage on saving throws against spells and other magical effects. magic attacks. the hoorockra's attacks are magical Unpredictable. Attack rolls against the hoorockra can't gain advantage Siege monster. The hoorockra deals double damage to objects and structures
Muliattack. the Hoorockra uses Screech and then makes three attacks: one with its beak or swallow and two with its stomp. Or one with its beak or swallow and two with talon slash. Beak. Melee weapon attack, + 15 to hit, reach 20 feet, one target, Hit. 41 (6D10 + 8) slashing damage, if the target is a creature, that is large or smaller, it is Grappled (escape DC 23) the Hoorockra can only grapple three creatures at a time. while grappling three creatures the Hoorockra can still attack with its beak against other creatures but can't grapple any until they escape or the hoorockra releases them as a bonus action or a reaction. Stomp. The Hoorockra stomps one of its feet at a point on the ground within 20 feet of it. Any creature in a 15-foot radius, 30-foot high cylinder centered on this point must succeed on a DC 23 Dexterity saving throw or take, 30 (4D10 + 8) bludgeoning damage and fall prone. Until the Hoorockra uses stomp again, makes a talon slash attack, or moves, the creature is restrained. while restrained in this way, the creature ( or another creature within 5 feet of it) can use its action to make a DC 23 Strength check. on a success, the creature relocates to an unoccupied space of its choice within 5 feet of the Hoorockra and is no longer restrained. Structures, as well as all non-magical objects that are neither being worn nor carried, take the same amount damage if they are in the cylinder (no save) Screech. The Hoorockra produces an earsplitting screech that can be heard up to 5000 feet away. roll a d4 to determine what effects the sound has on nearby creatures, objects, and structures. 1 Screech of Terror. Each creature of the Hoorockra's choice within 60 ft of it must succeed on a DC 23 Constitution saving throw or become frightened and deafened for 1 minute, the creatures can repeat the saving throw ending the effects on a successful one. The Hoorockra additionally gains advantage on attack rolls against frightened and deafened creatures until the end of its next turn. 2 Screech of Thunder. Each creature within a 40-foot radius around the Hoorockra must succeed on a DC 23 constitution or take 22 (4d10) thunder damage and be pushed 20 feet away from the Hoorockra and knocked prone. Structures and non-magical items that aren't being worn nor carried take the same amount of damage (no save ) 3 Screech of resilience. the Hoorockra Produces a deep sound empowering it with fury. the Hoorockra additionally gains the following benefits: 1 The Hoorockra regains 20 hit points 2 The Hoorockra gains Immunity to two of the following damage types: Lightning, fire, acid, thunder necrotic, psychic, cold until the end of its next turn 3 The Hoorockra gains advantage on all saving throws until the end of its next turn. 4 Screech of Fury. the hoorockra initiates an inner rage and fury, the Hoorockra and any of its allies gain a + 5 to attacks and damage rolls until the end of its next turn. Talon slash. Melee weapon attack, + 15 to hit, reach 15ft, one target, hit 30 (4d10 + 8) slashing damage.
Restrike. In response to being hit by a melee attack, the hoorockra can make a melee against the attacker it must be able to see the attacker.
The Hoorockra can take 3 legendary actions, choosing from the options below. only one action can be used at a time and only at the end of another creature's turn. the hoorockra regains spent legendary actions at the start of its turn. Talon slash. the hoorockra makes a talon slash attack. Illusion. the hoorockra casts major illusion or the fear spell (no concentration) Move. the hoorockra moves up to its speed without provoking opportunity attacks. Detect. the hoorockra makes a (wisdom) Perception check. Beak (costs 2 actions). the hoorockra makes a beak attack.