Expert at Arcana. The aaraktori has advantage on Intelligence (Arcana) checks.
Spellcasting. The aaraktori is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +1 to hit with spell attacks). The aaraktori has following sorcerer spells prepared:
Cantrips (at will): acid splash, firebolt, mage hand, shape water
1st level (4 slots): disguise self, ice knife, magic missile
2nd level (3 slots): blindness/deafness, snilloc's snowball swarm
Pack Tactics. The aaraktori has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 9 slashing damage.
Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
Paralyzing Breath. The aaraktori exhales paralyzing gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or be paralyzed 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.
Magical Bombardment. The three aaraktori that live together all cast magic missile at the same time, if they all have at least one spell slot open. They must be within 20 feet of each other to use this action.
Description
Aaraktori are small, spellcasting, raptorlike creatures that live in groups of 3. Aaraktori that live together often share a symbiotic relationship.
Lair and Lair Actions
The forest-loving aaraktori sometimes compete for territory with arsonoraptors in forests near volcanic areas, and white dragons in subarctic taiga.
Lair Actions
On initiative count 10 (losing initiative ties), the aaraktori 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:
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- Magical fog billows around one creature the aaraktori can see within 10 feet of it. The creature must succeed on a DC 15 Constitution saving throw or be petrified into quartz instead of stone for 5 minutes.
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- A wall of tangled brush bristling with thorns springs into existence on a solid surface within 10 feet of the aaraktori. The wall is up to 5 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the save takes 18 (4d8) piercing damage and is pushed 5 feet out of the wall’s space, appearing on whichever side of the wall it wants. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature travels through the wall, it must spend 4 feet of movement. Furthermore, a creature in the wall’s space must make a DC 15 Dexterity saving throw once each round it’s in contact with the wall, taking 18 (4d8) piercing damage on a failed save, or half as much damage on a successful one. Each 10-foot section of wall has AC 5, 15 hit points, vulnerability to fire damage, resistance to bludgeoning and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when the aaraktori uses this lair action again or when the dragon dies.
Regional Effects
The region containing a legendary aaraktori’s lair is afflicted with magic, which creates one or more of the following effects:
- The aaraktori cast the magical bombardment action.
- Banks of red mist manifest within 6 miles of the dragon’s lair. The mist doesn’t obscure anything. It assumes haunting forms when evil creatures are near the aaraktori or other non-evil creatures in the mist, warning such creatures of the danger.
If the [aaraktori dies, these effects fade over the course of 2d20 days.
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