roll a 1d20 if 15 or more your akragi can cast spells
Spellcasting. The [akragi] is a 1-level spellcaster. Its spellcasting ability is [ 13] ( DC 12, +2 to hit with spell attacks). The [akragi] has the following [wizard] spells prepared:
Cantrips (at will): booming blade, gust
1st level (# slots): [burnin hands but air ], [thunder wave]
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 8 (1d8 + 2) [ piercing] damage.
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 8 (1d8 + 2) [ slashing] damage.
Action Ranged Attack. RangedWeapon Attack: +5 to hit, range 20/40 ft., area of effect. Hit: 8 (2d8 + 2) [force] damage.
Reaction Name. normal reactions and actions
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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
It's a mix of hippogriff Aarakocra and a giant eagle
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.
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