Medium Or Small Aberration (Aarakocra), Chaotic Good
Armor Class 16 Natural Armor
Hit Points 45 (3d20)
Speed 20 ft., Fly 50 ft.
STR
22 (+6)
DEX
14 (+2)
CON
18 (+4)
INT
6 (-2)
WIS
16 (+3)
CHA
6 (-2)
Saving Throws STR +9, WIS +6
Skills Athletics +9, Perception +6
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks while in Dim Light or Darkness
Condition Immunities Charmed, Exhaustion, Petrified, Poisoned, Stunned
Senses Tremorsense 30, Passive Perception 15
Languages Aarakocra, Common, Undercommon
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Soul Bound. The Astral Avatar can add its host monk’s, also referred to as its Anchor’s, Wisdom modifier to all its saving throws (not included in the ability scores above).

Astral TetherThe Astral Avatar cannot move further than 30 ft. away from its Anchor. Attempts to push the Astral Avatar outside this range automatically fail. If the Astral Avatar starts its turn more than 30 ft. away it must use all of its movement (including taking the Dash action) to return to an area within 30 ft. of its Anchor. 

Incorporeal Movement. The Astral Avatar can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Ki-Enhanced Health. When the Astral Avatar is summoned, it starts with temporary hit points equal to ten times its Anchor’s Wisdom modifier. 

Actions

MultiattackThe Astral Avatar can make a number of Astral Strikes equal to the Anchor’s Proficiency modifier.

Spiritual Might. The Astral Avatar gains an additional bonus to attack and damage rolls equal to the Anchor’s Wisdom modifier (not included in the attack descriptions below).

Astral Strike. Melee Weapon Attack: +13 to hit, reach 10ft., one target. Hit: 6 (1d10 + 7) radiant or necrotic damage (your choice) and 3 (1d6) cold damage.

Astral Barrage. Ranged Weapon Attack: +13 to hit, reach 30/120 ft., one target. Hit: 11 (3d6 + 7) force damage. 

Reactions

Bond Beyond Death. If an enemy makes a melee attack against the Astral Avatar’s Anchor, it can move its full movement towards the attacker and make a single Astral Strike. This attack deals an extra 3 (1d6) necrotic damage.

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

You determine the Astral Avatar’s appearance; your choice has no effect on its game statistics.

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.

Previous Versions

Name Date Modified Views Adds Version Actions
4/16/2023 8:51:34 PM
4
2
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Coming Soon

Habitat: Urban

Crispy_Jay

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