Medium Swarm of Tiny beasts
Armor Class 15
Hit Points 39 (40d6)
Speed 55 ft., Walk 20 ft.
STR
15 (+2)
DEX
19 (+4)
CON
13 (+1)
INT
18 (+4)
WIS
10 (+0)
CHA
4 (-3)
Saving Throws DEX +6
Skills Acrobatics +2, Athletics +3, Perception +2
Senses Darkvision, Truesight, Passive Perception 18
Languages Aarakocra
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Death’s Disadvantage.  

Player has advantage on all death saving throws cuz cats have 9 lives dude…

Dark Vision

Can see in the dark… duh… 

Actions

Dropppa deuces

Ranged in Air Attack.

 Cowl flies above target and drops a deuce on target dealing 1d6+players level worth of damage type decided by the rolling of a d6. Roll D20 to see if you hit. Roll a d6 to determine damage type (1-Fire, 2-Water, 3-poison, 4-radiant, 5- Lightening, 6-enemy sees illusion of greatest fear causing it to run away next turn) 

Swooping Slash

Cowl swoops down at target dealing melee damage with talons. Roll 2 d6 worth of damage to target. Target must be within movement range. 

Bonus Actions

Disengage, taunt, Dash (15 feet if in air, 10 if on ground), 

Reactions

Reaction Name. Dodge, swoop strike (2 d4 damage), or hide (if in trees or sufficient cover)

Legendary 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.

Mythic Actions

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

Cowls tend to travel alone. When they find a distressed individual they tend to latch onto them and grow support them as they can. Sometimes they’ll leave their chosen leader, but most of the time they tend to follow their leader until death. 

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.

Habitat: Forest

AshTheDestroyer

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