Keen Sight. The Albatross has advantage on Wisdom (Perception) checks that rely on sight.
Pack Tactics. The Albatross has advantage on an attack roll against a creature if at least one other Bostonian Avatar is within 5 feet of the creature and the Avatar isn't incapacitated.
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Scoop. Melee Shield Boost: +5 to hit, reach 5 ft., one target. Hit: 4 (1d6) Boost to Target AC until end of Albatross' next turn.
Call of the Sea. As a bonus action, the Albatross can call to their allies to grant {{scalevalue#unsigned}} temporary HP to up to {{modifier:cha@min:1#unsigned}} creatures they can see and that can see them within 60 ft. Each creature can immediately use its reaction to move up to its speed, without provoking opportunity attacks.
The Albatross 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 Albatross rolls a d4 and regains up to that many spent legendary actions at the start of its turn.
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Scoop. Melee Shield Boost: +5 to hit, reach 5 ft., one target. Hit: 4 (1d6) Boost to Target AC until end of Albatross' next turn.
Description
One of Six Bostonian Avatars. Powerful beings with Lairs in a tower along the Eastern Coast. The Avatars select Champions once a year to handle hordes of adventurers visiting their lairs searching for knowledge.
The Albatross has the most extensive Lair, an Aeire just below the Hall of Bards. The Albatross and Champions of the Aeire protect their adventurers and the lair during the period of learning and laughter.
Lair and Lair Actions
Bostonian Albatross has a lair in a tower along with the other Bostonian Avatars. The largest of the lairs it is located near the top of the tower just below the Hall of Bards.
Lair Actions
When fighting inside its lair, the Albatross can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the Albatross takes a lair action to cause one of the following effects:
- The Albatross casts phantasmal force (no components required) on any number of creatures it can see within 60 feet of it. While maintaining concentration on this effect, the Albatross can’t take other lair actions. If a target succeeds on the saving throw or if the effect ends for it, the target is immune to the Albatross' phantasmal force lair action for the next 24 hours, although such a creature can choose to be affected.
- The lair performs it's own Call of the Sea, granting the benefits to the Albatross, any other Avatars, and Champions within the lair. The Albatross can’t use this lair action again until it has used a different one.
Comments