Small Fiend (Aarakocra, Demon), Chaotic Evil
Armor Class 20 Natural Armor
Hit Points 260 (25d12 + 110)
Speed 35 ft., Fly 45 ft.
STR
18 (+4)
DEX
24 (+7)
CON
16 (+3)
INT
10 (+0)
WIS
13 (+1)
CHA
14 (+2)
Saving Throws DEX +13, WIS +7
Skills Deception +18, Religion +15
Damage Vulnerabilities Bludgeoning, Fire
Damage Resistances Piercing, Slashing
Damage Immunities Necrotic
Condition Immunities Charmed, Frightened, Paralyzed
Senses Tremorsense, Passive Perception 16
Languages Aarakocra, Infernal Understands all languages
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Revenge Cut. The turkey can summon a swarm of kitchen knives to slaughter it’s enemies with.

Spellcasting. The turkey is a powerful spellcaster. Its spellcasting ability is dexterity (spell save DC 15, +3 to hit with spell attacks). The turkey has following spells prepared:
Cantrips (at will): Blade Ward, Create Bonfire 
1st level (20 slots): Cause Fear, Create or Destroy Fire

2nd level (10 slots): Barkskin, Blur, Detect Thoughts

5th level (10 slots): Animate Objects, Dream

8th level (3 slots): Clone, Maze

Actions

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., single target. Hit: 24 (3d12 + 6) Slashing damage. 

Beak. Melee Weapon Attack: +8 to hit, reach 10ft., single target. Hit: 30 (6d10) Piercing damage. The Turkey’s neck extends up to 10 feet attempting to impale it’s opponents.

Projectile Feathers (Recharge 2-3). Ranged Weapon Attack: +15 to hit, range 10/175 ft., 25 targets. Hit: 9 (1d6 + 6) piercing damage. The Turkey launches 25 metallic feathers. The target must succeed a DC 15 dexterity saving throw or be hit with however many feathers of the 25 are targeted at the individual. On a successful save the target takes half damage.

Breath Flame (Recharge 4-5). The Turkey exhales fire in a 40-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw, taking 66 (19d6) fire damage on a failed save, or half as much damage on a successful one.

Knife Storm (Recharge 15-20). The Turkey summons a wall of 100 kitchen knives that fly toward the target(s) dealing 2 (1d4) points of piercing damage each. The target must succeed a DC 13 Wisdom saving throw, taking 1d4 for every knife that hits them on a failed save, or have the knives pass through them on a success. 

Bonus Actions

This creature can dash as a bonus action.

Reactions

Wing Slice. As a reaction, the Turkey may swing it’s wing at the attacker in attempt to deal 10 (2d10) slashing damage with it’s metallic feathers.

Legendary Actions

This creature can use a legendary action in replace of it’s normal action once at any time during an initiative round.

Shrink (Costs 1 Action). The Turkey can use a legendary action to shrink to any size in the range of a humming bird to it’s usual form.

Grow (Costs 1 Action). The Turkey can use a legendary action to grow to any size in the range of a frost giant to it’s usual form.

Mythic Actions

 

This creature has no mythical actions.

Description

The Turkey resembles a normal wild turkey, but it’s eyes emanate a red glow, and it gives off a smell similar to burning charcoal. It’s feathers are tinted dark red and give off a metallic shine. 

Lair and Lair Actions

The Turkey’s lair is usually located in a ghost town. The largest building in town will be surrounded by foods commonly had during thanksgiving. If you enter the house the opening chamber is immediately larger than the building itself. In the center of the chamber there is a table with a dead aarakocra chained to it. The other rooms are connected by a maze of hallways and each have disturbing parallels to thanksgiving, such as stuffed humans. There are gold and copper coins randomly strewn about in the halls. The Turkey will appear in the opening chamber as soon as anything is picked up.

Lair Actions

On initiative count 3 (losing initiative ties), the Turkey takes a lair action to cause one of the following effects; the Turkey can’t use the same effect two rounds in a row:

  • The maze of hallways shifts
  • The dead corpses re-animate
  • The doors become masked by an illusion 

Regional Effects

The region containing a corrupted turkey’s lair is dry and the soil is infertile, with some patches that are overly green and crowed with flora, which creates one or more of the following effects:

  • Shambling mounds tend to appear and disappear in 3 minute intervals 
  • Dead bodies of all races can be a mere few inches beneath the surface

If the Turkey dies, these effects fade over the course of 1d12 hours.

Monster Tags: Misc CreatureDemon

Habitat: DesertForestUrban

Pan_the_Rune_Master

Comments

Posts Quoted:
Reply
Clear All Quotes