Ambusher. Has advantage on attack rolls against any surprised creature in the first round of combat.
Dive Attack. If the akren flies and dives at least 30 feet straight to a target then hits with a melee attack, the attack deals an extra 3 (1d6 ) damage to the target.
Mimicry. The black akren can mimic any sound it has heard, including voices. DC 14 Wisdom (Insight) check reveals the imitation if the akren is hidden.
Action Name. Enter the description for your action.
Talon. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 4 (1d4 + 2) slashing damage.
Short Sword. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 5 (1d6 + 2) piercing damage.
Shortbow. RangedWeapon Attack: +4 to hit, range 80/320 ft., 1 target. Hit: 5 (1d6 + 2) piercing damage.
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
Similar to a kenku with wings, the black akren is a raven-human hybrid developed by the Dark Lord Gregory Darek of Niersala. It looks like a crow with arms and long, muscular legs or a black aarakocra.
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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