Medium Monstrosity (Aarakocra), Chaotic Good
Armor Class 17
Hit Points 300 (30d20)
Speed
STR
15 (+2)
DEX
15 (+2)
CON
15 (+2)
INT
15 (+2)
WIS
15 (+2)
CHA
15 (+2)
Saving Throws INT +7
Damage Immunities Thunder, Petrified (Aberrant Armor Only)
Condition Immunities Blinded, Petrified
Senses Passive Perception 15
Languages Common
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Special Trait Name. Enter the description for your special trait.

Spellcasting

Gunslinger: After activated. For 6 turns at the end of each of your turns you may chose a target to hit with 2d6 +3 ranged damage.

Actions

Slash: +5 to hit. 1d20 +6 damage

 

Bonus Actions

 

LAW WILL SHEILD YOU MY CHILD

He can drain some of his hp to grant it as temporary hit points to allies. He grants 3 hit points for every 1 that he sacrifices.

Reactions

LAWBREAKER If you break a law if front of Captain C. Gull he will get another turn, rolling the dice to chose one of 4 effects. All will grant 1 point to the legendary action.

1. He magically shackles you at you making you lose your next two turns

2. His Legendary Action moves forward 2 steps.

3. He squawks causing a "elite Gull marine" to fall from the heavens next to the lawbreaker

4. He disengages from all enemies around him and dashes directly to the lawbreaker, stabbing them. Hit dice = + 5. Damage = 3d20 + 4

Legendary Actions

Enter the description for how legendary actions work for your monster here.

MIGHT OF THE MARINES. 

Charges needed 5

 

ALL HELL WILL BE UNLEASHED. CANNONS, AND EVERYTHING. (decide on this later)

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

Charles Gull is a well respected marine captain. Legends and stories sung by bards tell that he build Port Gull with his own 2 hands, although he prefers to leave no comment on the matter. He has been offered time and time again the opportunity to become a marine admiral, but he knows that would mean leaving port Gull so he has turned it down many times.

His feathers are well kept, his beak scarred and his eyes feel like they could pierce straight into your soul. It looks like he knows what crimes you've done and ones you will. 

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.

SebsNPCStorage