Large Humanoid (Aarakocra), Chaotic Evil
Armor Class 20 Studded Leather
Hit Points 230 (10d12 + 7)
Speed 50 ft.
STR
19 (+4)
DEX
25 (+7)
CON
18 (+4)
INT
20 (+5)
WIS
22 (+6)
CHA
16 (+3)
Saving Throws STR +11, DEX +14, INT +12
Damage Immunities Slashing
Condition Immunities Charmed
Senses Passive Perception 14
Languages Auran
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Dive Bomb: If the Aarokocra is flying and dives at least 30 feet straight forward a target and then hits it with a melee weapon attack, the attack deals an extra 20 (2d10) Bludgeoning damage. The target will have to make a contesting strength to not be grappled and slammed into a surface if there is one behind them, taking another 20 bludgeoning damage upon impact.

Actions

Action Name. The Aarokocra can make three attacks of any combination of Razor Wing, Dive Bomb, Talon, Javelin, or Winged Death.

Razor Wings: Melee Weapon Attack: +14 to hit, reach 5 foot radius. Hit: 20 (3d10 + 10) Slashing damage. 

Winged Death: Ranged Weapon Attack: range 5/60 ft., targets in a 60ft radius Hit: 35 (4d10 + 20) Piercing damage.

Talon: Melee Weapon Attack Range 5ft Hit: 10 (2d6 + 10) Slashing/Piercing damage.

Javelin: Melee/Ranged Weapon Attack Range 10/60ft Hit: 25 (3d10 + 10) Piercing/Slashing damage.

Reactions

Winged Defense: The Aarokocra's metal wings move fast enough to block. On attacks, if the Aarokocra can see the assailant, then it can add +5 to its AC

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Saves 3/D (Recharges fully per rest): If the Aarocokra fails, it can instead succeed.

 

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

An Aarokocra that has fallen to the corruption of Io's darkness. Their regular colors have burned into a scorching black with reddish highlights. These birds have casted away their resolve to do the right thing and have had their will bent to Io's command. They usually scout the skies and report back to the higher ups. If you are spotted, you must quickly kill them, or run away if you can.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Grave_Mistakez

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