Large Swarm of Small beasts, Any Neutral Alignment
Armor Class 16 Natural agility
Hit Points 90 (12d10 + 10)
Speed 80 ft., Increases fly speed 120ft on level 20
STR
12 (+1)
DEX
20 (+5)
CON
14 (+2)
INT
14 (+2)
WIS
18 (+4)
CHA
16 (+3)
Saving Throws DEX +9, WIS +8
Skills Perception +19
Damage Resistances Cold, Lightning, Thunder
Condition Immunities Charmed, Frightened
Senses Darkvision 120ft, Passive Perception 19
Languages Auran, Common, Telepathy Auran,common, telepathic bond with riders
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Actions

Actions

Multiattack. The Aetherhawk makes two attacks: one with its beak and one with its wings.

Beak. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 12 (2d6+5) piercing damage.

Wing Slash. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 10 (2d4+5) slashing damage and the target must make a DC 15 Strength saving throw or be knocked prone.

Aether Surge (Recharge 5-6). The Aetherhawk channels the power of the sky, creating a sudden burst of energy. Each creature in a 15-foot cone must make a DC 16 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much on a success. The rider is unaffected.

 

Aetherhawk (Level 20 - Fully Evolved)

Large Celestial, Neutral Good
Armor Class 18 (Celestial Resistance)
Hit Points 200 (20d10+80)
Speed 10 ft., fly 120 ft. (hover)

STR

DEX

CON

INT

WIS

CHA

16 (+3)

24 (+7)

18 (+4)

18 (+4)

22 (+6)

20 (+5)

Saving Throws Dex +12, Wis +11, Cha +10
Skills Perception +13, Insight +12, Acrobatics +12
Damage Resistances Radiant, Lightning, Thunder, Cold
Condition Immunities Charmed, Frightened, Stunned
Senses Darkvision 120 ft., Truesight 60 ft., Passive Perception 23
Languages Understands Auran and Common, telepathic bond with rider

 

Enhanced Abilities

Storm Summoning (1/Day). As an action, the Aetherhawk calls upon the heavens, creating a localized storm in a 60-foot radius for 1 minute. While the storm persists:

  • Winds impose disadvantage on ranged weapon attacks.
  • The rider and the Aetherhawk gain resistance to all damage except psychic.
  • As a bonus action, the Aetherhawk can call down a bolt of lightning (6d10 lightning damage, DC 18 Dex save) on a target within 60 feet.

Celestial Wind Manipulation (At Will). The Aetherhawk can now manipulate air freely, granting itself or an ally within 30 feet the ability to hover or move an additional 20 feet on their turn.

Evolved Emotional Resonance. The bond between the rider and Aetherhawk is complete. If the rider would be reduced to 0 hit points, the Aetherhawk can instead sacrifice 30 hit points to keep them at 1 HP.

 

Upgraded Actions

Multiattack. The Aetherhawk makes three attacks: one with its beak and two with its wings.

Beak. Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
Hit: 20 (3d8+7) piercing damage.

Wing Slash. Melee Weapon Attack: +12 to hit, reach 10 ft., one target.
Hit: 16 (3d6+7) slashing damage, and the target must make a DC 18 Strength saving throw or be knocked prone and pushed back 15 feet.

Aether Surge (Recharge 4-6). The Aetherhawk releases a devastating burst of celestial energy. Each creature in a 20-foot cone must make a DC 19 Dexterity saving throw, taking 40 (8d10) lightning damage on a failed save, or half as much on a success. The rider is immune.

Bonus Actions

Abilities

Wind Manipulation (3/Day). As a bonus action, the Aetherhawk can control air currents in a 30-foot radius. It can create one of the following effects for 1 minute:

  • Tailwind: The Aetherhawk or a creature of its choice gains +10 ft. to flying speed and advantage on Dexterity (Acrobatics) checks.
  • Gale Force: It conjures a strong gust, pushing all creatures in a 10 ft. cone back 10 feet (DC 15 Strength save).

Emotional Resonance. The Aetherhawk is attuned to its rider's emotions. If the rider is frightened or charmed, the Aetherhawk can use its reaction to grant the rider advantage on the next saving throw against the effect. The rider and Aetherhawk can communicate telepathically within 120 feet.

Sky Dancer. The Aetherhawk does not provoke opportunity attacks when flying out of an enemy's reach.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

  

Legendary Actions (Level 20 Only)

The Aetherhawk can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn. The Aetherhawk regains spent legendary actions at the start of its turn.

Celestial Speed. The Aetherhawk moves up to 60 feet without provoking opportunity attacks.

Winds of Fate (Costs 2 Actions). The Aetherhawk creates a powerful gust, forcing all creatures of its choice within 30 feet to make a DC 18 Strength saving throw or be pushed back 20 feet and knocked prone.

Stormstrike (Costs 3 Actions). The Aetherhawk summons a bolt of radiant lightning, striking a creature within 60 feet. The target takes 50 (10d10) lightning and radiant damage and must make a DC 20 Constitution saving throw or be blinded for 1 minute.

Mythic Actions

Mythic Action Name. 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

Aetherhawks are majestic, ethereal avians with four slender wings, their feathers shimmering like the northern lights—iridescent blues, purples, and silvers shifting across their sleek bodies. They are built for speed and precision, with long, aerodynamic forms and sharp, intelligent eyes that glow with an inner luminescence. Born alongside an Air Genasi and bound by fate, an Aetherhawk is more than a mere mount; it is an extension of its rider’s spirit, able to sense emotions, communicate through shifting air currents, and, at the height of its power, summon storms that shake the heavens.

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.

Danni2588

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