Medium Humanoid (Aarakocra), Typically Neutral Good
Armor Class 12
Hit Points 13 (3d8)
Speed 20 ft., fly 30 ft.
STR
12 (+1)
DEX
14 (+2)
CON
10 (+0)
INT
11 (+0)
WIS
12 (+1)
CHA
11 (+0)
Skills Perception +5
Damage Resistances Lightning
Senses Passive Perception 15
Languages Aarakocra, Auran, Common
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Dive Attack. If the Aarakocra is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 3 (1d6) damage to the target.

Picking Up Speed. When the Aarakocra makes a ranged weapon attack while directly above a creature and are within the ranged weapons base range they can add additional damage dice with the number of dice being equal to half the amount of dice (rounded up) the Aarakocra would take as fall damage. (An Aarakocra  up 30ft in the air meeting the requirements would deal 2d6 extra piercing damage. You can only use this feature with physical damage dealing weapons). 

Eagle eyes.  Aarakocra like mundane birds have excellent sight. The base range of any ranged weapon is increase by 10ft (for example a short bow can be fired up to 90ft instead of 80ft this is included in the stat block).

Hollow bones. If an attacker deals 7 or more damage to an Aarakocra they are knocked from the sky taking half fall damage. Their maximum flying speed is reduced by 10ft until the end of their next turn. 

Actions

Talon. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 90/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Attuned to the Gale.  Five Aarakocra within 25ft of each other (over both turns) can use all five actions and movement on two consecutive turns (total of 10 actions) to perform an aerial dance encircling each other.  maintain concentration (as if concentrating on a spell). To cast Summon Elemental. The summoned foe must be an air elemental. Upon the third Aarakocra taking this action the wind has begun to pick up. Any ranged weapon attacks have disadvantage as they are swept in the wind the five Aarakocra have created. When all five have finished their second turn of the dance, the elemental appears in an unoccupied space within 60 feet of them. It is friendly toward them and obeys their spoken commands. It remains for 1 hour, until it or all its summoners die. A summoner can’t perform the dance again until it finishes a short rest. When the elemental returns to the Elemental Plane of Air, any Aarakocra within 5 feet of it can return with it.

Bonus Actions

Peck. Melee Weapon Attack: 5 ft., one target. Hit: 4 (1+1) piercing damage. (This attack does not require a hand)

Reactions

Wing lift. As a reaction to being knocked prone the Aarakocra can use its wings to push itself up from the prone position. 

Description

 Residing in the northern mountainous nation of Atiapola, Aarakocra have a special connection to the Elemental plane of Wind resulting in their settling in this region. The capital named The Frozen Feather is a giant line cut into the mountains where a city has built into the sides of the valley. Kenku, Owlin, and Storm Giants also live here with those lacking flight struggling slightly with the navigation. 

Habitat: Mountain

DarghanBloodaxe