Blessing of the Eagle. As a bonus action, each creature of the eagle's choice, that the eagle can see, gains the blessing of the eagle for 1 hour. A creature with the blessing of the eagle has advantage on initiative rolls, Dexterity saving throws and Wisdom (Perception) checks, gains a flying speed of 60 feet — which doesn't provoke opportunity attacks, descends 60 feet per round and takes no fall damage, and ranged weapon attacks made against it have disadvantage on the attack roll. A creature affected by this is also immune to the effects of the eagle's Swirling Gale and Whirlwind. The eagle can end this effect on a creature at any point (no action required).
Ever-watching Eye. The eagle has advantage on initiative rolls, and cannot be surprised. Even while it is sleeping the eagle remains aware of its surroundings.
Innate Spellcasting. The eagle's innate spellcasting ability is Wisdom (spell save DC 27, +19 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: animal messenger (as a 9th-level spell), beast sense, control weather (no concentration), control winds (no concentration), enhance ability (eagle’s splendor, no concentration), fog cloud (as a 6th-level spell, no concentration), freedom of movement, gust, gust of wind, hold monster (no concentration), hold person, locate animals or plants, protection from energy (no concentration), skywrite (no concentration), wind walk, wind wall
3/day each: animal shapes (no concentration), call lightning (as a 5th-level spell, no concentration), elemental bane (as an 8th-level spell, no concentration), nondetection, summon beast (as a 5th-level spell, air only)
1/day: summon beast (as a 9th-level spell, air only)
Keen Sight. The eagle has advantage on Wisdom (Perception) checks that rely on sight.
Legendary Resistance (4/Day). If the eagle fails a saving throw, it can choose to succeed instead.
Speak with Beasts. The eagle can communicate with beasts as if they shared a language.
Swirling Gale. The eagle is surrounded by strong whirling winds. Creatures are deafened, while within 30 feet of the eagle. The area within 30 feet of the eagle is difficult terrain for creatures other than the eagle and the attack rolls of ranged weapon attacks have disadvantage if the attacks pass through that area. The winds hedge out vapor, gas, and fog that can be dispersed by strong wind, and extinguishes unprotected flames that are torch-sized or smaller. The eagle can dismiss or restore these effects at any point (no action required).
Telepathic Bond. If the eagle communicates with a creature telepathically, the creature can respond to the eagle, and other creatures in the conversation, likewise.
Titan's Stability. The eagle can only become prone if it wishes to be.
Whirlwind. The eagle can use an action to create a whirlwind at a point it can see within 500 feet of it. A whirlwind is a 10-foot-radius, 30-foot-high cylinder. As a bonus action, the eagle can move the whirlwind 30 feet in any direction. A whirlwind sucks up any Medium or smaller objects, in its space, that aren’t secured to anything and that aren’t worn or carried by a creature. The whirlwind lasts for 1 minute or until the eagle dismisses it (no action required), at which point the winds dissipate.
If the eagle uses its action to create a whirlwind while a whirlwind is already active, the eagle can either create a new whirlwind or cause an active whirlwind to increase its size, becoming a 20-foot-radius, 60-foot-high cylinder. A large whirlwind sucks up any Large or smaller objects, in its space, that aren’t secured to anything and that aren’t worn or carried by a creature. If the eagle uses its bonus action to move a whirlwind, while multiple whirlwinds are active, the eagle can move each active whirlwind as part of the same bonus action. The eagle cannot have more than six whirlwinds active at a time — large whirlwinds count as two whirlwinds.
A creature must make a DC 27 Dexterity saving throw the first time on a turn that it enters a small whirlwind or that a small whirlwind enters its space, including when a small whirlwind first appears. A creature takes 35 (10d6) bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a DC 27 Strength saving throw or become restrained in the whirlwind until it dissipates.
A creature must make a DC 27 Dexterity saving throw the first time on a turn that it enters a large whirlwind or that a large whirlwind enters its space, including when a small whirlwind first becomes a large whirlwind. A creature takes 42 (12d6) bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Huge or smaller creature that fails the save must succeed on a DC 27 Strength saving throw or become restrained in the whirlwind until it dissipates.
When a creature starts its turn restrained by a whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the whirlwind dissipates, unless the creature has some means to stay aloft. A restrained creature can use an action to make a DC 27 Strength or Dexterity check (creature's choice). If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 × 10 feet away from it in a random direction.
Will of the Ancient One. If a creature spends at least 1 minute (10 turns) within 30 feet of the eagle, and gains the benefit from the eagle's Blessing of the Eagle, or is a willing target of one of the eagle's spells, it it gains the mark of the eagle. The mark of the eagle lasts on a creature for a number of days equal to the number of hours (rounded up) the creature spent within 30 feet of the eagle. If a creature with the mark of the eagle targets a good creature with an attack or a harmful spell or includes it in the area of effect of a harmful spell, it must first make a DC 27 Wisdom saving throw. On a failed save, the creature must choose a new target or take a different action. A creature with the mark of the eagle gains the following bond: "Evil can be found lurking anywhere, I must always be alert and ever prepared; and evil must never be allowed to escape my watchful eye."
In addition, a creature with the mark of the eagle has advantage on Wisdom (Animal Handling) checks, advantage on Wisdom (Perception) checks and Charisma (Persuasion) checks — made to persuade a good creature. Creatures with the mark of the eagle have a bonus to their initiative rolls equal to their Wisdom modifier. A creature with the mark of the eagle descends 60 feet per round when falling and takes no fall damage. A creature with the mark of the eagle has advantage on ranged attack rolls and its ranged attacks ignore half cover and three-quarters cover. A creature with the mark of the eagle can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from it. A creature with the mark of the eagle is not effected by strong wind unless it wishes to be.
Multiattack. The eagle makes two attacks: one with its beak and one with its talons.
Beak. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 26 (4d8 + 8) piercing damage plus 14 (4d6) lightning damage. If the target is a creature, it must succeed on a DC 27 Constitution saving throw or be paralyzed until the end of its next turn.
Talons. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 14 (4d6 + 8) slashing damage plus 7 (2d6) lightning damage. If the target is a Huge or smaller creature, it is grappled (escape DC 25). Until this grapple ends, the target is restrained. The eagle can only have one Huge creature or two Large or smaller creatures grappled in this way at a time, and if the eagle cannot grapple another creature it can't use its talons on another target.
Whirlwind (Recharge 4–6). The eagle creates a whirlwind at a point it can see. The whirlwind is a 10-foot-radius, 30-foot-high cylinder. (see the Whirlwind trait)
If the eagle takes this action while a whirlwind is already active, the eagle can either create a new whirlwind or cause an active whirlwind to increase its size, becoming a 20-foot-radius, 60-foot-high cylinder — in either case the whirlwind (the new or the old) must be within 500 feet of the eagle.
The eagle can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The eagle regains spent legendary actions at the start of its turn.
Move. The eagle moves up to its speed without provoking opportunity attacks.
Spell. The eagle casts one of its spells.
Talons Attack. The eagle makes a Talons attack.
Beak (Costs 2 Actions). The eagle makes a beak attack.
Swoop (Costs 2 Actions). The eagle moves up to half its speed, without provoking opportunity attacks, and makes a talons attack, then the eagle can move up to half its movement speed, without provoking opportunity attacks.
Whirlwind (Costs 3 Actions). The eagles moves its active whirlwinds up to 30 feet in any direction. In addition, if the eagle's whirlwind action is available, it uses its whirlwind action, if it isn't available the eagle recharges it.
Description
Colossal eagles are golden eagles with wing spans upwards of two hundred-fifty feet. They make their nests on mountain peeks, but spend most of their time soaring high in the sky, sometimes for days on end — as they would rather not reveal their existence and they will frequently fly higher than cloud giant cities, on days when the sky is clear, in order to do so.
Their keen eye sight allows them to spot and subsequently watch creatures from up in the clouds (which the eagle may have conjured with its magic) or from even higher up if the sky is clear. The eagle keeps track of the location of colossal creatures (and will always know where the closest one, that can sustain a creature [ape, bear, elk, rhino or wolf], is) and keeps an eye on creatures that it believes may be malicious. If the eagle determines that a creature poses a threat to other creatures, it will use its telepathy to try and dissuade the creature (if it is hunting for food the eagle will direct it towards the nearest colossal beast that can take care of those needs [ape, bear, elk, rhino or wolf]); if that fails the eagle will take a more forceful approach typically starting with magic, but it will use physical force if necessary. It has been known to solve disputes between humanoids, as a result the term "arbitrator of the sky" will sometimes be used to indicate a colossal eagle — though it is unlikely the creature actually knows it is a colossal eagle (or that colossal eagles exist — for that matter). If a colossal eagle spots a fiend or undead it will likely strike it dead right where it stands — preferably without having to reveal itself.
Lair and Lair Actions
A Colossal Eagle's Lair
A colossal eagle's lair is its nest — which it makes high up in the mountains, and the area within 120 feet of its nest. Due to the eagle's powerful magic the area within 120 feet of the eagle is also considered to be part of its lair.
Lair Actions
On initiative count 20 (losing initiative ties), the eagle takes a lair action to cause one of the following effects:
- The eagle casts the call lightning spell, as a 5th-level spell. The eagle doesn't need to concentrate on the spell, which ends on initiative count 20 of the next round. If the eagle takes this lair action again when this effect was just active, it extends the duration and calls down lightning again.
- The eagle casts the control weather spell, or changes the weather conditions if the spell is already active. The eagle doesn't need to concentrate on the spell.
- The wind within 120 feet of the eagle picks up, continually blowing in a direction the eagle designates, at the speed the eagle chooses (calm, moderate, or strong). If the wind is moderate or strong, ranged weapon attacks that enter or leave the area or pass through it have disadvantage on their attack rolls. If the wind is strong, any creature — except for the eagle and any creature with the mark of the eagle — moving against the wind must spend 1 extra foot of movement for each foot moved. This effect lasts until initiative count 20 of the next round.
- The eagle causes a sustained blast of strong wind to blow downward within 120 feet of the eagle. Ranged weapon attacks that pass through the area or that are made against targets within it have disadvantage on their attack rolls. A creature — except for the eagle and any creature with the mark of the eagle — must make a DC 27 Strength saving throw if it flies within 120 of the eagle for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone. This effect lasts until initiative count 20 of the next round.
- The eagle causes a sustained updraft within 120 feet of it. Creatures that end a fall within the area take only half damage from the fall. When a creature in the area makes a vertical jump, the creature can jump up to 10 feet higher than normal. While in the area non-evil creatures, with an innate flying speed, can't be knocked prone while flying. This effect lasts until initiative count 20 of the next round.
- The eagle fills any number of 5-foot cubes, within 120 feet of it or its lair, with clouds, making them heavily obscured. This effect lasts until initiative count 20 of the next round.
- The eagle causes up to 25 words to form in a part of the sky it can see. The words appear to be made of cloud and remain in place for 1 minute
Regional Effects
The area within 1 mile of the eagle's lair is affected by the presence of the colossal eagle and its powerful magic, producing the following effects:
- The flying speed of evil creatures is halved while within 1 mile of the eagle's lair.
- While within 1 mile of the eagle's lair, non-evil creatures that have a flying speed can hover, and their flying speed increases by 20 feet.
- The fall damage a non-evil creature takes is halved, while within 1 mile of the eagle's lair.
- When a non-evil creature makes a long jump, while within 1 mile of the eagle's lair, the distance the creature can cover increases by a number of feet equal to its Dexterity score.
- When a non-evil creature makes a high jump, while within 1 mile of the eagle's lair, the distance the creature can cover increases by a number of feet equal to its Dexterity modifier (minimum of 0 feet).
- When a non-evil creature makes a long jump, while within 1 mile of the eagle's lair, each foot it clears on the jump only costs half a foot of movement.
- Non-evil creatures, within 1 mile of the eagle's lair, can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from it.
- Attacking at long range doesn't impose disadvantage on attack rolls, made by non-evil creatures against evil creatures or made by good creatures against non-good creatures, while within 1 mile of the eagle or its lair.
If the eagle dies, the effects dissipate over a period of 3d4 days.
Comments