Medium Humanoid (Aarakocra)
Armor Class 16 (studded leather armour), 18 while flying
Hit Points 80 (10d8 + 40)
Speed 30 ft., fly 50 ft. (halved when holding Steel Longbow)
STR
15 (+2)
DEX
18 (+4)
CON
16 (+3)
INT
15 (+2)
WIS
15 (+2)
CHA
12 (+1)
Saving Throws DEX +7, CON +6
Skills Athletics +10, Intimidation +5
Senses Passive Perception 18
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Brave. The admiral has advantage on saving throws against being frightened.

Aerial Superiority. The admiral has a +2 to his AC and advantage on ranged attacks while flying.

Actions

Multiattack. If the admiral is flying he makes two ranged attacks.

Steel Longbow. Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 13 (2d8 + 4) piercing damage.

Talons. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d4 + 4) piercing damage.

Bonus Actions

Specialised Arrows (recharge 5-6). The admiral adds a special accessory onto his arrow before shooting it. Roll a d6 to decide what is added:

  1. Molotov Cocktail. The target of the admiral's next Steel Longbow attack and any creature within 10 feet of them must make a DC 15 Dexterity saving throw or take 2d10 fire damage or half as much on a successful save.
  2. Smoke Pouch. Smoke explodes a 15 foot radius around the location of the target of the admiral's next Steel Longbow attack, any creature in that radius is blinded until the end of their next turn.
  3. Leaping Tip. The tip of the arrow fires to a new target after the admiral's next Steel Longbow attack, hitting another creature within 20 feet of the original target, this attack uses the same attack roll as the original attack, but deals half damage.
  4. Thunderous Core. A burst of sound hits any creature within 10 feet of the target of the admiral's next Steel Longbow attack, those creatures get pushed 10 feet away from the target.
  5. Acid Vial. The admiral's next Steel Longbow attack deals an additional 1d4 acid damage and reduces the target's AC by the same amount until the end of their next turn.
  6. Barbed Wire. The admiral's next Steel Longbow attack inflicts a terrible wound. At the start of each of the target's turns it takes 1d4 necrotic damage from this wound. The wound can be healed by restoring 4 or more hit points in one turn or by the target or a creature within 5 feet succeeding a DC 14 Medicine check.
TheTieflingMonk

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