Keen Sight and Smell. The argentimir has advantage on Wisdom (Perception) checks that rely on sight or smell.
Overwhelming Force (1/Turn). When the argentimir starts its turn within 5 feet of a creature that is Large or smaller, it can force that creature to make a DC 15 Strength saving throw. The creature falls prone on a failed save.
Multiattack. The argentimir makes three attacks: two with its claws and one with its bite. It can also use its wings if available.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Wings (Recharge 5-6). The argentimir flaps its wings with incredible force. Each Large or smaller creature in a 15-foot cube originating from the argentimir must make a DC 15 Strength saving throw. On a failed save, the target takes 11 (2d10) bludgeoning damage and falls prone. On a successful save, the target takes half as much damage and isn't knocked prone.
Description
Terrors of the skies, argentimirs superficially resemble giant vultures. An argentimir can live for hundreds of years, and it is said that they cannot die, although these claims are exaggerated greatly. They have a wingspan that can cast shadows over entire dunes. They hunt by overwhelming their prey with their sheer size, wrapping their wings around them like a cocoon while they bite and claw and scratch and peck. The amount of food they must eat to maintain their size is astounding, and though they prefer to scrounge scraps of meat from dead animals, sometimes it's necessary to create those dead animals themselves.
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