Keen Sight. The eagle has advantage on Wisdom (Perception) checks that rely on sight.
Flyby Attack. The eagle doesn't provoke an opportunity attack when it flies out of an enemy's reach.
Master of Winds. The eagle has perfect control of the air around its body. At the beginning of each of its turns the eagle can choose to gain one of the following benefits until its next turn:
- Ranged attacks against the eagle are made with disadvantage.
- The area in a 20 foot radius sphere centered on the eagle is considered difficult terrain for other creatures.
- All creatures that start their turn within 20 feet of the eagle or enters that area for the first time on a turn must succeed on a DC 15 Strength saving throw or be pushed 15 feet directly away from the eagle and knocked prone.
Multiattack. The eagle makes three attacks: one with its beak and two with its talons.
Beak. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 12 (2d6 + 5) piercing damage.
Talon. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 16 (2d10 + 5) slashing damage.
Enchanted Feather (Recharge 5-6). The eagle flaps its wing and releases a cluster of feathers that seek out up to three targets within 90 feet. The targets must make a DC 16 Wisdom save, taking 27 (5d10) psychic damage and becoming restrained until the end of their next turn on a failed save, or half as much damage and not restrained on a successful one.
Create Tornado (1/Day). The eagle gives a powerful flap of its wings that conjures up a 10-foot-radius, 100- foot-high tornado at a point within 120 feet. This tornado travels along a straight line, moving 30 feet a turn, for 1 minute. The area within the tornado is heavily obscured. The tornado sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.
A creature must make a DC 16 Dexterity saving throw the first time on a turn that it enters the tornado or that the tornado enters its space, including when the tornado first appears.
A creature takes 21 (6d6) bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a DC 16 Strength saving throw or become restrained in the tornado until it disperses. When a creature starts its turn restrained within the tornado, the creature is pulled 10 feet higher inside of it, unless a creature is at the top.
A restrained creature moves with the whirlwind and falls when the spell ends, unless a creature has some means to stay aloft. A restrained creature can use an action to make a DC 16 Strength or Dexterity check. If successful, the creature is no longer restrained by the tornado and is hurled 3d6 x 10 feet away from it in a random direction.
Description
This is not my creation, I simply added it based on Nerzugals Extended Bestiary.
Atop the highest peaks, all creatures fear the powerful giants which can hurl massive boulders with relative ease. Adventurers come prepared with armor and weaponry to protect themselves from these foes as well as the harsh weathers that accompany high altitudes. What many do not account for, however, is the possibility of an Alpha Eagle protecting its lands and fellow eagles from intruders.
These alphas have proven themselves above all others in their convocation. They are considered guardians of entire mountain ranges and will dispatch anyone they see as a threat to their kin. These eagles are ancient and wise, often living over three hundred years. Typically the only threat one of these eagles has is a particularly deadly giant or a younger eagle attempting to rise up and take its place in the hierarchy.
Giant Hunters. While giants have been known to train and use eagles as tools for hunting and scouting, the alpha is known for hunting giants and other large creatures of the mountain. In order for a giant eagle to be considered an alpha, it is required that it kill a giant as a proof of its strength. Most eagles do not survive an attempt, which is why there are no alphas or only one alpha in an entire mountain range.
Masters of Wind. The eagle and its massive wings have full control of the dangerous winds that shriek through the mountain tops and can bend them to its will with a single flap. The eagle uses this primarily to assert its dominance over other eagles, preventing them from flying too close by creating a sphere of chaotic gusts. It also uses these winds for combat, especially against giants. These winds are strong enough to toss aside even the largest of hurled boulders, allowing the eagle to move in close and begin its assault. The eldest of these eagles have even been known to conjure up destructive tornadoes capable of tearing through an entire army, but eagles this powerful are quite rare.
Magical Feathers. Being around these innate magics for so long gives the eagle’s feathers magical properties. The eagle can use them to disable foes, sending off a single feather that will attach to a target and rattle their mind with a psychic assault. This attack also causes the victim to become immobile, allowing for the eagle to easily pick them up and drop them off a tall cliff if necessary. These feathers are sought after by rare collectors and can be used to make arrows of incredible strength. A single alpha has enough feathers to make a hundred arrows and is worth upwards of ten thousand gold to the right buyer.
Previous Versions
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6/26/2019 5:16:52 AM
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Coming Soon
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