Medium Humanoid (Aarakocra), Chaotic Neutral
Armor Class 15 Leather
Hit Points 74 (10d10 + 10)
Speed 25 ft., fly 50 ft.
STR
14 (+2)
DEX
18 (+4)
CON
13 (+1)
INT
10 (+0)
WIS
10 (+0)
CHA
7 (-2)
Senses Passive Perception 14
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Favored Foe: When you hit a creature with an attack roll, you can mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d6.

Spellcasting: You can cast known ranger spells using WIS as your spellcasting modifier (Spell Save DC 12)

Dreadful Strikes: When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn.

Otherworldly Glamour: Whenever you make a CHA check, you gain a +1 bonus
Nature’s Veil: You draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn. (2 charges)
Piercer: Once per turn, you can reroll the piercing damage from an attack. On a critical hit, you can roll one additional damage die.
 
 

 

Actions

2 attacks per turn

Talons: Unarmed strikes may deal 1d4+2 slashing damage on a hit. +4

Longbow: 150ft range. Heavy Ranged. 1d8+4 piercing. +4 to hit.

SPELLS (3 lvl 2 spell slots)

Poison Spray: (10ft) The target must succeed on a CON saving throw or take 2d12 poison damage.

Thunderclap: (Self, 100ft radius) Each creature within range, other than you, must succeed on a CON saving throw or take 2d6 thunder damage.

Entangle (C): (90ft, 20ft square) Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.

 
Bonus Actions

Misty Step: (1 charge) Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Reactions

Opportunity Attack: You can make an opportunity attack when a hostile creature that you can see moves out of your reach.

MrParilux

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