Medium Humanoid (Aarakocra), Neutral Good
Armor Class 14 Leather Armor
Hit Points 78 (12d8 + 24)
Speed 60 ft., walk 30 ft.
STR
10 (+0)
DEX
18 (+4)
CON
14 (+2)
INT
11 (+0)
WIS
13 (+1)
CHA
11 (+0)
Skills Acrobatics +6, Perception +5
Senses Passive Perception 15
Languages Aarakocra, Auran
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Dive Attack. If the aarakocra is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 10 (3d6) damage to the target. 

Flyby. The aarakocra doesn't provoke an opportunity attack when it flies out of an enemy's reach. 

Actions

Multiattack. The aarakocra makes three melee attacks: one with its javelin and two with its talons, or two ranged attacks. 

Talon. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 

Hit: 7 (ld6 + 4) slashing damage. 

Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage. 

Description

Aarakocra braves are masters of aerial combat and serve as their tribe's primary warriors. They engage in hit and run tactics, taking full advantage of their flyby feature. 

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.

SwoleTeamSyx

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