Medium Humanoid (Aarakocra), Lawful Neutral
Armor Class 17 Light
Hit Points 32 (8d8)
Speed 20 ft., Fly 50 ft., Swim 20 ft.
STR
13 (+1)
DEX
20 (+5)
CON
10 (+0)
INT
14 (+2)
WIS
18 (+4)
CHA
15 (+2)
Saving Throws DEX +8, CON +3
Skills Athletics +4, Perception +5, Survival +6
Damage Resistances Cold
Senses Passive Perception 16
Languages Aarakocra, Auran
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Steelwing's Edge: Whenever a Creature is hit by his Talon or Steel Feather , Target rolls a DC 13 Constitution save. On a failed saving throw, at the start of their turn they take 1d4 piercing damage. At the end of it's turn it can attempt to reroll the Constitution save. On a successful saving throw or upon receiving magical healing, the creature stops bleeding. Can be reapplied or stack on subsequent hits.

 

Steel Feathers: Crownguard has 30 feathers that he can use. Feathers are replenished at dawn

 

Bandolier of Alchemist Fire (Flask): He has 1d6+1 on him when first encountered

 

Superior Tactics:  Though his travels he has gained the experience of a battle master 5d8 Superiority die

 

Mithril Bolas: HP 10 AC 15 Resistance to non-magical weapons. A Large or smaller creature hit by a Mithril Bolas is restrained until it is freed. A Mithril Bolas has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 15 Strength check, freeing itself or another creature within its reach on a success. Dealing 15 slashing damage to the Mithril Bolas (AC 15) also frees the creature without harming it, ending the effect and destroying the net.

 

Unerring Precision:

Once per turn, when you hits a creature with an attack that deals piercing damage, you can reroll one of the attack’s damage dice, and you must use the new roll.

When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.

 

Actions

Multiattack. Crownguard makes two attacks.

Steel Feathers. Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 60/120 ft., one target. Hit: 12 (1d8 + 7) piercing damage. Hit: The target rolls DC 13 Constitution saving throw. On a failed saving throw, the target bleeds. Hit: 2 (1d4) piercing damage. At the start of the creatures turn. On a successful saving throw or upon receiving magical healing, the creature stops bleeding. Upon being hit again by this attack or by Talon reapply or add 1d4 to bleed damage.

Talon. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 1) slashing damage. Hit: The target rolls DC 13 Constitution saving throw. On a failed saving throw, the target bleeds. Hit: 2 (1d4) piercing damage. At the start of the creatures turn. On a successful saving throw or upon receiving magical healing, the creature stops bleeding. Upon being hit again by this attack or by Steel Feathers reapply or add 1d4 to bleed damage.

Mithril Bola. Melee or Ranged Weapon Attack +8 to hit, reach 5 ft. or range 20/60: ft., one target. Hit: 2 (1d4 + 1) bludgeoning damage. On hit creature is restrained A creature can use its action to make a DC 15 Strength check, freeing itself or another creature within its reach on a success. Dealing 15 slashing damage to the Mithril Bolas (AC 15) also frees the creature without harming it, ending the effect and destroying the net.

Dagger. Ranged Weapon Attack: +8 to hit,range 20/60 ft., one target. Hit: 7 (1d4 + 7) piercing damage.

Alchemist Fire (Flask): Ranged Weapon Attack: +5 to hit,range 20ft., one target. Hit: 1 piercing damage. At the start of it's turns 2 (1d4) fire damage. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.

  • Maneuvers: Disarming Attack (Special)

When you hit with a weapon attack, you can expend one superiority die to add it to the damage and to disarm the target if it fails a STR saving throw (DC 18).

  • Maneuvers: Distracting Strike (Special)

When you hit with a weapon attack, you can expend one superiority die to add the total to the damage roll and the next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

  • Maneuvers: Goading Attack (Special)

When you hit with a weapon attack, you can expend one superiority die to add the total to the damage roll and the target must make a WIS saving throw (DC 18). On failure, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

  • Maneuvers: Trip Attack (Special)

When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

  • Maneuvers: Quick Toss (Bonus)

As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon’s damage roll.

Description

His plumage a pitch black where all light seems to be eaten by his coat only to sharpen and gleam off the edges off his razor sharp feathers. He was previously ousted from his clutch due to jealousy and politics. He wandered the lands looking for a purpose. Prone to lashing out and his immense pride got him in trouble a lot but it all changed when he got saved from an especially sticky situation by Jala'siha, he was taken in by her brashness, honesty, and willingness to help the downtrodden. He vowed to protect her as her shadow. It is rare to see her alone, and if she is. You might see a shadow in the sky or a feather in your heart.

 

Characteristics:

Soft spoken and always on the look out for threats for Jala'sih or his crew. Seems aloof but is kind in his own way. Very slow to trust but will relax once he lets you into his inner circle.

How to run in combat:

He generally spends most of combat in the air, supporting his allies with his feathers, bombarding his enemies from a distance using his bolas, superiority dice, and alchemist fires to create an opportunity for his allies. If he runs out of feathers he will swap to his bracer of daggers. If Jala'siha is less then half hp he will try to either cover her back at close range or to get her to escape.

Equipment:

Mariners Hide: While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.

Ring of Warmth: While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as −50 degrees Fahrenheit.

Bracer of Flying Daggers: This armband appears to have thin daggers strapped to it. As an action, you can pull up to two magic daggers from the bracer and immediately hurl them, making a ranged attack with each dagger. A dagger vanishes if you don’t hurl it right away, and the daggers disappear right after they hit or miss. The bracer never runs out of daggers.

Mithril Bolas: HP 10 AC 15 Resistance to non-magical weapons. A Large or smaller creature hit by a Mithril Bolas is restrained until it is freed. A Mithril Bolas has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 15 Strength check, freeing itself or another creature within its reach on a success. Dealing 15 slashing damage to the Mithril Bolas (AC 15) also frees the creature without harming it, ending the effect and destroying the net.

When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.

Alchemist Fire (Flask): This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.

Monster Tags: NPChumanoid

Habitat: Coastal

ChibiManakete

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