Sure-Footed. The ostrich aarakocra has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Running Leap. The ostrich aarakocra can long jump up to 25 feet when it has a running start.
Standing Leap. The ostrich aarakocra can jump horizontally up to 20 feet and vertically up to 10 feet with or without a running start.
Pack Tactics. The ostrich aarakocra has advantage on attack rolls against another creature if at least one of the Aarakocra’s allies is within 5 feet of the target and the ally isn’t incapacitated.
Desert wanderer. Ostrich Aarakocras can go 3 days without water and can absorb water through the plants they eat.
Thunderous kick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 2) [bludgeoning] damage and 5 (1d6+ 2) [piercing] damage.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 8 (2d6 + 2) [piercing] damage.
Battle axe. Melee Weapon attack: +4 to hit, range 10 ft. One target, Hit: 15 (3d6+ 5) [slashing] damage.
Description
The Ostrich Aarakocra is the bulkiest and strongest of the Aarakocra. Although they are the strongest of their kind, they are often hated by the Aarakocra who can fly because the ostrich Aarakocra is seen as being more associated with the ground, because unlike the penguin Aarakocra who can’t fly either, ostrich Aarakocra can’t swim and aren’t associated with water or fire.
Ostrich Aarakocra don’t let this criticism bother them, however, as they build towns and cities dedicated to other flightless Aarakocra, like cassowary or dodo or kea Aarakocra. Ostrich Aarakocra are steadfast and powerful Allies of elemental good, especially good aligned earth elementals, which they often form partnerships with.
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