Medium Humanoid (Aarakocra), Chaotic Evil
Armor Class 20 Unarmored Defense
Hit Points 163 (20d8 + 60)
Speed 55 ft., fly 80 ft.
STR
8 (-1)
DEX
23 (+6)
CON
16 (+3)
INT
10 (+0)
WIS
19 (+4)
CHA
7 (-2)
Saving Throws DEX +12, WIS +10
Skills Acrobatics +18, Sleight of Hand +12, Stealth +12
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60ft., Passive Perception 26
Languages Aarakocra, Auran, Common Common, Aarakocra, Auran
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Action Surge (1/day). Yonda can take an additional action.

Sneak Attack. If Yonda has advantage on an attack, she can add 2d6 to the damage roll.

Assassinate. Yonda has advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. Additionally, any hit she scores against a creature that is surprised is a critical hit.

Blurred Movement. Attack rolls against Yonda have disadvantage unless Yonda is incapacitated or restrained.

Evasion. If Yonda is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails.

Ki Points (12). Yonda can expend Ki points for certain features.

Ki Empowered Strikes. Yonda's unarmed strikes count as magical weapons for the sake of overcoming resistances.

Spellcasting. Yonda is a 4th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 18, +4 to hit with spell attacks). Yonda has following Cleric spells prepared:
Cantrips (at will): light, minor illusion, resistance, spare the dying, thaumaturgy
1st level (4 slots): bane, charm person, command, cure wounds, disguise self, inflict wounds, shield of faith
2nd level (2 slots): blindness/deafness, enhance ability, mirror image, pass without trace, prayer of healing, silence

Actions

Multiattack. Yonda makes three unarmed strikes.

Unarmed Strike. Melee Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) piercing damage.

Stunning Strike. When Yonda hits another creature with a melee weapon attack, she can spend 1 ki point to attempt a stunning strike. The target must succeed on a DC 18 Constitution saving throw or be stunned until the end of her next turn.

Shadow Arts. Yonda can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence, without providing material components.

Speed Duplicate. For 1 minute, Yonda uses her speed to create a Speed Duplicate within 30ft. of herself. As a bonus action, the Speed Duplicate can move up to her movement speed, but must remain within 120ft. of her.
The Speed Duplicate can be an origin for casting spells, but must use the senses based off of Yonda's origin point. Additionally, Yonda gains advantage when both she and a speed duplicate are within 5ft. of an enemy.

Cloak of Shadows. Yonda can use her action to become invisible in an area of darkness or dim light until she makes an attack, casts a spell, or is in an area of bright light.

Bonus Actions

Cunning Action. Yonda can take the Dash, Disengage, or Hide action as a bonus action on each of her turns.

Flurry of Blows. Yonda can expend 1 Ki Point to make two unarmed strikes (1d8 + 6 piercing damage) as a bonus action on each of her turns.

Shadow Step. If Yonda is in dim light or darkness, she can spend 1 Ki point to teleport up to 60ft. to an unoccupied space also in dim light or darkness. She then has advantage on her next melee attack before the end of her turn.

Reactions

Deflect Missiles. Yonda uses her reaction to catch or deflect a missile when hit by a ranged weapon attack. The damage is reduced by 1d10 + 18. If the damage is reduced to 0, she can catch the missile if it is small enough for her to hold in one hand and she has at least one hand free.

Throw Missile. If Yonda catches a missile, she can use the same reaction to spend 1 ki point and make a Ranged Attack: +12 to hit, 20/60ft., one target. Hit: (missile's damage + 6)

Slow Fall. Yonda can use her reaction to reduce any falling damage she takes up to 60 points of damage.

 

Legendary Actions

Yonda 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. She regains spent legendary actions at the start of her turn.

Dash. Yonda can move up to her movement speed.

Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d4 + 6) piercing damage.

Legendary Resistance (3/Day). If Yonda fails a saving throw, she can choose to succeed instead.

 

Description

A decrepit aarakocra in pale rags boards the ship. "Won't you give a poor refugee sanctuary?" You're wary of this stowaway, but her haggard appearance assuages your uncertainty. You decide to allow her passage. Besides, what's the worst she could do?

Lair and Lair Actions

Yonda’s Lair

Yonda hides away in an underground mine along the coast. She may destroy it if anyone ever finds.

Lair Actions

On initiative count 20 (losing initiative ties), Yonda can take a lair action to cause one of the following magical effects; she can’t use the same effect two rounds in a row:

  • The flow of time is altered such that every creature in the lair must re-roll initiative. Yonda can choose not to re-roll.
  • The effects of time are altered such that every creature in the lair must succeed on a DC 15 Constitution saving throw or become 1d20 years older or younger (Yonda’s choice), but never any younger than 1 year old. A greater restoration spell can restore a creature’s age to normal.
  • A tremor shakes the lair in a 60-foot radius around the Yonda. Each creature other than Yonda on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
  • Part of the ceiling collapses above one creature that Yonda can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success.
  • A cloud of sand swirls about in a 20-foot-radius sphere centered on a point Yonda can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Habitat: GrasslandHillMountain

TheyCallMeCactus

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