Large Monstrosity, Typically Neutral Evil
Armor Class 13 Natural armor
Hit Points 52 (6d8 + 18)
Speed 45 ft., Walk 15 ft.
STR
17 (+3)
DEX
18 (+4)
CON
15 (+2)
INT
9 (-1)
WIS
14 (+2)
CHA
8 (-1)
Saving Throws DEX +6
Skills Acrobatics +8
Senses Darkvision 120 ft, Passive Perception 16
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Flyby. The Ahool can pass by creatures without provoking attacks of opportunity so long as it is flying. 

Darkvision. The Ahool has Darkvision for up to 120 ft. 

Actions

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 12 (1d12 + 5) slashing damage. 

Swipe. The Ahool can attempt to grab a medium or smaller creature and carry them off. The target must make a contested strength check or be grappled and restrained. The Ahool grapples creatures in its feet claws, leaving its wings free to fly unimpeded by carrying a creature. The target may use an action on any of its subsequent turns to attempt to break free of the Ahool's grip. 

Bonus Actions

Namesake Scream (4-6 recharge). The Ahool makes a primal scream that sounds like it screams its name. Any opponents within 30 ft of the Ahool must make a Charisma saving throw or be frightened and paralyzed. Any affected creatures may repeat the saving throw at the start at any of their next turns. Once a creature succeeds this affect they cannot be affected by any Ahool screams for the next 24 hours. 

Description

Large winged primates. They largely dwell in dense forested regions but can be found scattered around many biomes of the world. They get their name from their terrifying scream which sounds like a version of something screeching 'AHOOL!'. They mostly hunt animals and large fish but will hunt humanoids if pushed to do so and quickly develop a taste for their flesh. 

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.

Habitat: DesertForestGrasslandMountain

TheCornerGoblin

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