Medium Humanoid (Aarakocra), Neutral Good
Armor Class 10 (13 with mage armor)
Hit Points 40 (9d8)
Speed 20 ft., fly 50 ft.
STR
10 (+0)
DEX
11 (+0)
CON
10 (+0)
INT
11 (+0)
WIS
12 (+1)
CHA
16 (+3)
Saving Throws CON +2, CHA +5
Skills Insight +3, Perception +5, Persuasion +5
Senses Passive Perception 15
Languages Aarakocra, Auran, Common, Primordial
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Dive Attack. If the aarakocra is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 3 (1d6) damage to the target.

Spellcasting. The aarakocra is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It has the following sorcerer spells prepared:

Cantrips (at will): control flames, gust, lightning lure, mending, message

1st level (4 slots): absorb elements, mage armor, witch bolt

2nd level (3 slots): gust of wind, levitate

3rd level (3 slots): lightning bolt, thunder step

Sorcery Points. The aarakocra has 6 sorcery points. It can spend 1 or more sorcery points as a bonus action to gain one of the following benefits:

Distant Spell: When the aarakocra casts a spell that has a range of 5 ft. or greater, it can spend 1 sorcery point to double the range of the spell. When it casts a spell that has a range of touch, it can spend 1 sorcery point to make the range of the spell 30 ft.

Extended Spell: When the aarakocra casts a spell that has a duration of 1 minute or longer, it can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.

Magical Guidance: When the aarakocra makes an ability check that fails, it can spend 1 sorcery point to reroll the d20, and must use the new roll.

Heart of the Storm. When the aarakocra starts casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from the aarakocra. This eruption causes creatures that it can see within 10 ft. to take 3 lightning or thunder damage (choose each time this ability activates).

Storm Guide. The aarakocra can subtly control the weather. If it is raining, the aarakocra can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on it. The aarakocra can end this effect as a bonus action. If it is windy, the aarakocra can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on it. The wind blows in that direction until the end of its next turn. This feature doesn’t alter the speed of the wind.

Actions

Talon. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4 + 0) slashing damage.

Javelin. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 3 (1d6 + 0) piercing damage.

Bonus Actions

Tempestuous Magic. The aarakocra can use a bonus action on its turn to cause whirling gusts of elemental air to briefly surround it, immediately before or after it cast a spell of 1st level or higher. Doing so allows it to fly up to 10 feet without provoking opportunity attacks.

Habitat: Mountain

umaenot

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