The Compendium of Creatures A Revamped Monster Manual

Basics I have decided to attempt a major project. Go through every monster in the Monster Manual and Volo's Guide, as well as every playable race in the Player's Handbook and the Sword Coasts Adventurer's Guide, and create new monster statistic blocks for them. The monsters contained within this compendium are designed to replace those found in the Monster Manual or Volo's Guide. In my previous attempts to do so, I have, in the past, been constrained by attempts to keep the CR the same as those found for the base monsters. I have decided to abandon those attempts, as many sentient monsters are hard to get into an area where they have interesting action options and tactics that make sense, while also not being overpowered for their challenge rating. Each monster includes several optional actions, traits, or even legendary actions. Within a group of monsters that uses the same base statistics blocks, at least one, and probably approximately half of the monsters should have at least one of these optional features, in order to vary the combat between them. This is especially advised if the players are to be fighting the same types of enemies for long periods of times. For instance, there are only two Aquillae Aarakocra base statistic blocks, but with the use of optional features, the amount of total Aquillae Aarakocra that are unique in terms of features increases to 1280. Anyways, I hope you use these creatures in your own adventures, just as I will be using them in mine. Cover Art by Deligaris Disclaimer: The author of this supplement does not take responsibility for the results of a Dungeon Master making full use of the tactical capabilities of a monster, including but not limited to: players leaving forever, TPKs, divorces, and muderous revenge. Credit: Dimelife

Aarakocra Aarakocra are natives of the material plane that appear as avian humanoids. They live in tribal societies, but make and utilize bronze and iron tools, especially spears. In general, they do not socialize with other humanoids, and can often view them with distain, but some Aarakocra instead trade with their neighbors. Each tribe has thirty to one hundred members of a particular subspecies composing it. They are led by shamans known as Windreaders, who are chosen as the most intelligent and wise members of the tribe, regardless of age or sex. In other ways, however, society greatly varies between the type of subspecies present. Mannerisms also depend greatly on the subspecies, with some being highly territorial, and others willingly integrating into other societies. Some have strict gender roles or class based limitations, whereas others have equality regardless of birth. Some are hunters, some are farmers, and some are gatherers. In order to fly, Aarakocra must be lighter than other humanoids. They primarily compensate for this by having brittle bones. These bones, however, can cause an issue for them, as they are easily broken via blunt trauma. The majority of Aarakocra are slightly less inteligent than the average individual of other humanoid species, and also are far less likely to erect significant structures, but certainly are not stupid. Major Subspecies There are seven major extant subspecies of Aarakocra, each of which is native to different environments and posses different features. Accipitrid Aarakocra are dangerous scavengers, who feed on the corpses of the recently or near deceased, and are not above cannibalism. They are quite savage, and thus do not integrate into other societies well, nor, frankly, do they interact well with other Aarakocra outside their tribe. Menuran Aarakocra are renowned for their ability to mimic any sound they have heard, similar to the Kenku. Unlike the Kenku, however, they can speak languages independently of these duplications, and often speak in a very sing-song voice. They also do not share the Kenku's habbits of thievery and trickery, but many who do not know about them, assume they are like their wingless cousins in this regard as well. Peregrine Aarakocra are often the apex predators of areas in which they live. They hunt large game by rapidly diving into them before finishing them with a spear strike. They are known as the fastest subspecies of Aarakocra, and use dangerous dive attacks to their advantage. They are quite haughty, and consider themselves (quite literally) above any creature that is unable to fly. Pitohuine Aarakocra ingest toxic creatures and then secrete them again out through their feathers. This creates a toxin which effects all other creatures that attempt to handle these feathers as long as the Aarakocra is alive, nauseating the foe. Due to this, they generally avoid other species. Psittacine Aarakocra are the most social of the Aarakocra tribes. The average Psittacine is just as intelligent as the average member of other humanoid races, and bi or trilingualism are the norms within their culture. They can often be found in cosmopolitan societies of other races, and are excellent merchants, due to their aerial movement. Rynchop Aarakocra have adapted to aquatic life, with an enhanced ability to swim. They hunt in groups, with each individual skimming the surface of the water to find prey, and then diving down and spearing them either on a javelin or on one of their sharp and pointed beaks. Strixan Aarakocra are predators of the night, who glide above their prey on silent wings will viewing them with their excellent night vision as well as amazing hearing abilities. They also excel as trackers, and will hire themselves out to other peoples to serve in this role. They are more accepting of other peoples, though do often isolate themselves. The Vaati When the Vaati descended to the material plane, they searched for servants. Their most accomplished candidate were the eight species of Aarakocra that roamed the skies. The greatest amongst the eight species was the Aquillan Aarakocra, who were noble at heart, and bore their golden plumage into battle with pride, in a crusade to wipe out evil. They brought all of the Aquillae in the whole world to the Elemental Planes of Air, and took them to the Howling Gyre. Their, the Aquillae grew into a servant role of their Wind Duke masters, and created a whole new society, all the while being warped by the essence of elemental air. They finally emerged a new species, just as much elementals as they were humanoids, and ready to serve their leaders in any capacity. They became the citizens, servants, and soldiers of the Vaati empire, and their masters grew to love and care for them, as a parent would an obedient child. When the Queen of Chaos waged war against the Vaati, the Aarakocra worked as the generals and knights of the empire, leading forces of elementals into battles with her horde. Eventually, the war turned for the worst. The seven greatest Vaati heroes, mages, and artificers combined their powers to create the Rod of Law. In the war's decisive battle, the Lord of the Vaati killed Mishka the Wolf Spider, who was the Queen's general, by stabbing him through the heart with the Rod. Before he could celebrate his victory, Mishka exploded. The Queen of Chaos retreated back to the abyss to regain strength, and the Vaati Empire fell. The rod, however, was split into seven pieces as it was thrust into Mishka. The explosion was enough to scatter the pieces throughout the planes. Now, Aquillae adventurers search for the parts, believing the Rod is the key to the Vaati rising again, and the permanent destruction of the Queen of Chaos. Aquillae still dwell primarily in the elemental planes, defending the homeland of their masters from the creatures of stone, and battling gargoyle invaders throughout the skies. Some, however, journey to the Material Plane in order to fulfill their sacred duty, aiding bands of adventurers against all the powers of Elemental Earth.

Accipitrid Aarakocra The Accipitrid generally dwell in small communities. They are much less likely to hunt on their own, instead following a group of predators until they create a new corpse, and then violently drive off the predators in order to claim the prey for themselves. Accipitrid Aarakocra are usually sadistic, and thus tend towards chaotic evil in alignment. Within their culture, sadism is seen as an acceptable norm, and those who do not enjoy inflicting pain, are often brutally murdered by those who do. An Accipitrid Windreader is generally also intensely brutal, as any sign of weakness will be pounced upon by those among the tribe who desire power. Usually, only a ten to twenty members of the tribe remain at the Eyrie at a given time, including the Windreader and those who guard the eggs. The rest stay in smaller nests of two to four members for the majority of the year, and then return to the Eyrie to breed during the early summer. They leave their eggs at the Eyrie under the protection of a group of Eggguards who are chosen at random, as well as the Windreader, before going back to their private nests. When an Acciptirid reaches seven years of age, they must undergo a deadly coming of age ritual. Them, along with the rest of their tribemates who were born in the same year, must slay and devour a human. Thus, every year, groups of Accipitrids using only their beak and claws descend upon towns near to their nests, and attack. The majority will simply focus on a weak human, but they will also mutilate any who stand in their way. Menuran Aarakocra Menuran Aarakocra share a massive Eyrie, one of the largest of any tribe. These eyries are cacophanous, full of the varieties of sounds that each individual Menuran has hear throughout their day Menuran Aarakocra generally eat small mammals, which they hunt via setting traps, and then raining stones down from above when the traps are triggered. They also supplement their diets with a variety of fruits, which they tend in massive botanical gardens. Menurans live for beauty, and desire to hear everything they can. As such, they often stay outside the towns of other humanoids and listen. They especially love music, which they mimic and then share with their tribemates back at the Eyrie. They also enjoy beauty in the form of bright colors and soft textures, which leads them to tend the splendiferous gardens in which they grow their fruit. These gardens often contain exotic flowers and other plants from all around the world. Menurans also use these natural pigments to die the lighter colored parts of their body, which gives them an apperance of a brown wings with a rainbow head and underbelly, a sight which can often be surprising to those who have only heard of them in tales before. Peregrine Aarakocra Peregrine Aarakocra dwell in Eyries in the boughs of massive trees, on the faces of sprawling cliffs, the tops of tall spires, and anywhere else they can stay high above the ground. They use this height as part of their hunting tactics, flying above their prey, and then descending at high speeds before attacking with beak, claw, and spear. They are highly carnivorous, and will hunt and eat the giant beasts that live in some areas of the world. They believe that winged creatures are superior to those that are landbound, and as such care not for the lives of humans, elves, or other creatures of the ground, treating them in regard similar to how a human would treat a squirrel, wolf, or ant. Pitohuine Aarakocra Pitohuine Aarakocra have adapted to be able to consume specific varieties of poisons, most notably the toxins produced by the Pito Beetle (named after its association with the Pitohuine Aarakocra). Once they have consumed these toxins, they begin to secrete them out of their body, coating their feathers in the substance. Pitohuine Aarakocra are not sociable with other species due to this. It is a common custom amongst the Pitohuine to greet each other by wrapping the other in wings. When wrapped in wings that begin to nauseate them, many explorers believed the Pitohuine were trying to kill them. Credit: Wizards of the Coast

The Pitohuine largely consume insects, which they scoop up into large bags and take back to their Eyries (which each more resemble a circle of stones around a pit than a wooden nest), before burying them so that others can feed from them if they are hungry. Pitohuine generally try to avoid others, and will take any attempt to approach their Eyrie as an attempt to destroy, often immediately springing into pre-emptive action. Psittacine Aarakocra The Psittacine are merchants, traders, and socialites who dwell in the jungles of the world. Their flight allows them to cross the long distances that are between their home and the homes of many other creatures, allowing them to serve as perfect intermediaries between various societies. They are usually chaotic neutral in alignment, and wish to see the world and all its many cultures, whilst making a profit. Psittacines are also more intelligent then their other Aarakocra brethren, and use this intelligence in order to learn many languages, greatly aiding their trading occupations. They can be found both in their homeland and in the metropoli of the world, and are easily spotted due to their bright colors. They consume fruit, berries, and nuts, and often spend their money on importing such foods from far off lands, so they can taste faraway lands. Psittacines are also avid cartographers and map collecters, who trade away their maps for pieces of knowledge that could be used for them, as well as large sums of coin. This makes them a useful asset to rich adventurers and explorers, as they seem to have unnaturaly large map collections. Rynchop Aarakocra Rynchop Aarakocra have adapted to a life living on islands on the sea. They build their Eyries out of drift wood and whale bone, and usually use the teeth of large animals to create their weaponry. They consume fish, both massive and small, as food. There hunting tactics involve skimming the surface until food is found, then diving and spearing it on either a javelin or using the Aarakocra's large pointed beak. They will also eat whales and pinnepids, which they injure with their beak before tearing apart with their talons into portions that can be carried back to the Eyrie. Within Rynchop society, females are the primary hunters and soldiers, whereas males work as craftsman, as archivists, and as caretakers for the eggs. Rynchop tribes can have hundreds of members, who together control a territory of hundreds of square miles. They take any incursion into this territory as a threat, and will defend their homelands with their lives. Strixan Aarakocra The Strix are unique amongst their kin in their total lack of communal Eyries. Instead, Strix will live in alone or with their mate, and simply fly to the home of another Strix when they wish to see them. They keep their eggs and young within their home, and one of the parents always stays with them. Strixan Aarakocra usually hunt at night, due to their impeccable night vision as well as nearly silent flight giving them an advantage. They can often stalk their prey for miles before their prey realizes their location. They prefer to stalk prey that are less intelligent than themselves, due to both a cultural taboo on the eating of sentients, and the issue of being defeated tactically. In addition, Strix will guard their homes from anything that carries a weapon or appears powerful without one. They will not, however, use combat as a first resort. Instead stalking any target that comes within a mile of their nest from afar, and then attacking if they threaten it or come near the nest. Strixan Aarakocra also sometimes hire themselves off to well paying buyers as guides, scouts, and mercenaries. They prefer to be payed not in currency, which they have little use for, but instead in tools, weapons, food, and magic items, which the Strix themselves both find useful and will trade between themselves when need arises.

Subspecies Traits Each Aarakocra subspecies has unique traits. Refer to the following for information on Aarakocra featues by subspecies, when another statistic block tells you to choose an Aarakocra subspecies. Accipitrid Aarakocra Hungry Beak (1/rest). Once per rest when the Aarakocra hits with an attack with its beak, it may choose to regain hitpoints equal to the damage dealt. Menuran Aarakocra Mimicry. The Aarakocra can mimic any sound it has heard, including voices. A creature that hears the sound can tell they are imitations with a succesful Wisdom (Insight) check opposed by the Aarakocra's Charisma (Deception) check. Peregrine Aarakocra Fast Flight. The Aarakocra's fly speed increases by five feet. Dive Attack. If the Aarakocra is flying and dives at least 100' straight towards a target and then hits it with a melee weapon attack, the target takes an additional 3 (1d6) damage and is knocked prone. Pitohuine Aarakocra Toxic Feathers. At the beginning of the Aarakocra's turn, any creature grappling the Aarakocra must make a DC 12 Constitution saving throw or be poisoned for one minute. Psittacine Aarakocra Intelligence. The Aarakocra's intelligence score increases by 1. Multilingualism. The Aarakocra can speak common and at least one other language in addition to speaking Aarakocra. Rynchop Aarakocra Aquatic Nature. The Aarakocra gains a swim speed equal to its fly speed. In addition, it can hold its breath underwater for up to ten minutes. Spiked Beak. The damage die of the Aarakocra's beak attacks increases to a d8. Strixan Aarakocra Silent Predator. The Aarakocra has proficiency in Stealth. Nightvision. The Aaarakocra gains darkvision out to 120'. Dim light within this range counts as bright light for the Aarakocra, and darkness within this range counts as dim light for the Aarakocra. Credit: Ayla Meridian

Aarakocra Tribesman Medium humanoid (aarakocra), any alignment Armor Class 11

11 Hit Points 9 (2d8)

9 (2d8) Speed 25ft., fly 45ft. STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 10 (+0) 9 (-1) 13 (+1) 11 (+0) Damage Vulnerabilities bludgeoning

bludgeoning Skills Perception +5

Perception +5 Senses passive Perception 15

passive Perception 15 Languages Aarakocra

Aarakocra Challenge 1/2 (100 XP) Glide. If an Aarakocra in flight does not fly at least 20' horizontally in a given round, they fall prone. Subspecies. The Aarakocra belongs to one of several subspecies. Choose one of the subspecies listed on the previous page. The Aarakocra gains the traits of the subspecies, which have no bearing on its challenge rating. Actions Multiattack. The Tribesman makes two melee weapon attacks. Beak. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) piercing damage. Talon. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 5 (1d4 + 3) slashing damage. Any target of size large or smaller that is hit with the attack is also grappled (escape DC 13). While grappled in this way it also restrained, and moves with the Aarakocra as long as it weighs less than 175 pounds. Optional Actions An Aarakocra Tribesman may have one or more of the following additional action options, which may affect its challenge rating. Barbed Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5ft. or range 30/120 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Deafening Screech (1/rest). Each creature in a 30' cone emnating from the Aarakocra must make a DC 13 Constitution saving throw or take 1d8 Thunder damage and be deafened for one minute. Dropped Rock. One creature directly below the Aarakocra and less than 250' away must make a DC 11 dexterity saving throw or take 5 (1d4 + 3) bludgeoning damage. Fearsome Screech (1/rest). Each creature in a 30' cone emnating from the Aarakocra must make a DC 13 Wisdom saving throw or take 1d8 thunder damage and be frightened by 1d4 rounds. Poisoned Blowgun. Ranged Weapon Attack: +3 to hit, range 25/100 ft., one target. Hit: 1 piercing damage, and the target must make a DC 13 constitution saving throw or take 7 (2d6) poison damage and be poisoned for one minute. The creature can repeat the saving throw at the end of each of its turns, ending the poisoned effect on itself on a success. Weighted Net. One large or smaller creature directly below the Aarakocra and less than 250' away must make a DC 11 dexterity saving throw or be knocked prone and restrained by a falling net. The net has no effect on a creature that is formless, or that is Huge or larger. A creature can use its action to make a DC 14 Strength check, freeing itself or another creature within its reach on a success. Dealing 10 slashing damage to the net (which has an AC of 10) also frees the creature without harming it, ending the effect and destroying the net. 5 fire damage will also destroy the net, but any fire damage dealt to the net and not to a creature imrpisoned in it is also dealt to the imprisoned creature. Optional Traits An Aarakocra Tribesman may have one or more of the following additional trait options, which may affect its challenge rating. Big. The Aarakocra is abnormally large. Its size is still medium, but it gains an additional hit die (for a total of 13 (3d8) hitpoints), and has its strength score increase by one. It can also carry up to 200 pounds using its Talon trait instead. Flyby. The Aarakocra doesn't provoke an opportunity attack when it flies out of an enemy's reach. Nimble Flier. The Aarakocra can take the dash or disengage action as a bonus action while flying. Stormkin. The Aarakocra can innately cast the Thundercalp cantrip (see the Elemental Evil Player's Companion) at will and the Witch Bolt spell at 2nd level once per short or long rest, using Wisdom as its spellcasting ability (save DC 11, +3 to hit with spell attacks.) Wounded Frenzy. While the Aarakocra has five or fewer hitpoints, it can make an additional attack with either its beak or its talon whenever it uses its multiattack action. Windkin. The Aarakocra can innately cast the Gust cantrip (see the Elemental Evil Player's Companion) at will and the Gust of Wind spell once per short or long rest, using Wisdom as its spellcasting ability (save DC 11, +3 to hit with spell attacks.)

Aarakocra Windreader Medium humanoid (aarakocra), any alignment Armor Class 14 (studded leather armor)

14 (studded leather armor) Hit Points 65 (10d8+20)

65 (10d8+20) Speed 25ft., fly 45ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 14 (+2) 15 (+2) 19 (+4) 14 (+2) Damage Vulnerabilities bludgeoning

bludgeoning Skills Perception +8

Perception +8 Senses passive Perception 18

passive Perception 18 Languages Aarakocra

Aarakocra Challenge 6 (1800 XP) Glide. If an Aarakocra in flight does not fly at least 20' horizontally in a given round, they fall prone. Spellcasting. The Windreader is a 5th level spellcaster, using wisdom as it's spellcasting ability (Save DC 15, +7 to hit with spell attacks). It has the following spells prepared: Cantrip (at will): guidance, gust (see elemental evil players companion), thaumaturgy 1st level (3 slots): bless, fog cloud, healing word, sanctuary, shield of faith 2nd level (2 slots): augury, gust of wind, prayer of healing, wind wall 3rd level (3 slots): bestow curse, call lightning, remove curse Subspecies. The Aarakocra belongs to one of several subspecies. Choose one of the subspecies listed on the previous page. The Aarakocra gains the traits of the subspecies, which have no bearing on its challenge rating. Vengeful Bolt. Whenever an enemy of the Windreader would attack an ally of the Windreader (that is not the Windreader) that is within 60' of the Windreader, the Windreader can use it's reaction to make a Wind Spear attack against the attacker. Wind's Majesty. Ranged attacks targeting the Windreader are made at disadvantage. In addition, any enemy of the Windreader treats the space within 30' of the Windreader as if it were difficult terrain. Wind's Summons. The Windreader can lead a ritual along with four other Aarakocra willing Aarakocra that are all within 30' of each other. A given Windreader can only lead this ritual once before taking a long rest. During the ritual (which lasts three rounds), each participant must retain their concentration (as if concentrating on a spell), and use both their movement and their action. On the rituals conclusion, an Air Elemental is summoned, which follows the Wind Reader's commands and lasts for one hour, until the Wind Reader dies, or until the Wind Reader dismisses it as a bonus action. Actions Beak. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) piercing damage. Talon. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 5 (1d4 + 3) slashing damage. Any target of size large or smaller that is hit with the attack is also grappled (escape DC 13). While grappled in this way it also restrained, and moves with the Aarakocra as long as it weighs less than 175 pounds. Wind Spear. Melee or Ranged Spell Attack: +8 to hit, reach 5ft. or range 120/480 ft., one target. Hit: 11 (2d10) lightning damage. The spear then immediately returns to the Windreaders hands. Bonus Actions Inspire (3/rest). One of the Windreaders allies within 30' of the Windreader gains advantage on the next attack roll it makes against an enemy of the Windreader. Wing Backblast. Each creature in a 30' cone emnating from the Aarakocra must make a DC 13 Strength saving throw or be pushed 10' away from the Aarakocra. If they fail this saving throw by 5 or more, they are also knocked prone. Optional Actions An Aarakocra Windreader may have one or more of the following additional action options, which may affect its challenge rating. Deafening Screech (1/rest). Each creature in a 30' cone emnating from the Aarakocra must make a DC 15 Constitution saving throw or take 1d8 Thunder damage and be deafened for one minute. Fearsome Screech (1/rest). Each creature in a 30' cone emnating from the Aarakocra must make a DC 15 Wisdom saving throw or take 1d8 thunder damage and be frightened by 1d4 rounds. Optional Traits An Aarakocra Windreader may have one or more of the following additional trait options, which may affect its challenge rating. Big. The Aarakocra is abnormally large. Its size is still medium, but it gains an additional hit die (for a total of 71 (11d8+22) hitpoints), and has its strength score increase by one. It can also carry up to 200 pounds using its Talon trait instead. Flyby. The Aarakocra doesn't provoke an opportunity attack when it flies out of an enemy's reach. Nimble Flier. The Aarakocra can take the dash or disengage action as a bonus action while flying.

Wind Knight of Aaqa Medium elemental (aarakocra), neutral good Armor Class 16 (Chainmail)

16 (Chainmail) Hit Points 30 (4d8+12)

30 (4d8+12) Speed 25ft., fly 50ft. STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 16 (+3) 12 (+1) 14 (+2) 14 (+2) Damage Vulnerabilities bludgeoning

bludgeoning Damage Resistances lightning, thunder

lightning, thunder Skills History +3, Perception +6

History +3, Perception +6 Senses passive Perception 16

passive Perception 16 Languages Auran

Auran Challenge 2 (450 XP) Flyby. The Aarakocra doesn't provoke an opportunity attack when it flies out of an enemy's reach. Glide. If an Aarakocra in flight does not fly at least 20' horizontally in a given round, they fall prone. Innate Spellcasting. The Aarakocra can innately cast the following spells, using Wisdom as its spellcasting ability (DC 12, +4 to hit with spell attacks): 1/rest each: compelled duel, gust (see elemental evil player's companion), heroism, lightning lure (see sword coast adventurer's guide), shield of faith Nimble Flier. The Aarakocra can take the dash or disengage action as a bonus action while flying. Storm Smite. Whenever the Aarakocra hits with its Javelin attack, it may choose one of the following options: The target takes an additional 5 (2d4) lightning damage and must make a DC 15 constitution saving throw or be unable to take reactions until the start of your next turn.

The target takes an additional 5 (2d4) bludgeoning damage and must make a DC 15 strength saving throw or be knocked prone.

The target takes an additional 5 (2d4) thunder damage and must make a DC 15 constitution saving throw or be deafened until the start of your next turn.

The target takes an additional 5 (2d4) cold damage and must make a DC 15 constitution saving throw or have its speed reduced by 10' until the start of your next turn. Actions Beak. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) piercing damage. Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Scimitar. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) slashing damage. Talon. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 5 (1d4 + 3) slashing damage. Any target of size large or smaller that is hit with the attack is also grappled (escape DC 13). While grappled in this way it also restrained, and moves with the Aarakocra as long as it weighs less than 175 pounds. Optional Actions A Wind Knight of Aaqa may have one or more of the following additional action options, which may affect its challenge rating. Deafening Screech (1/rest). Each creature in a 30' cone emnating from the Aarakocra must make a DC 15 Constitution saving throw or take 1d8 Thunder damage and be deafened for one minute. Fearsome Screech (1/rest). Each creature in a 30' cone emnating from the Aarakocra must make a DC 15 Wisdom saving throw or take 1d8 thunder damage and be frightened for 1d4 rounds. Hurricane Strike (1/rest). The Aarakocra makes a Scimitar attack against each creature within 5' of it. Then, each of those creatures must make a DC 15 strength saving throw or be pushed 10' away from the Aarakocra. Wind Burst (3/rest). One creature of the Aarakocra's choice within 30' of the Aarakocra must make a DC 15 Strength saving throw or be pushed up to 20' away from the Aarakocra. Optional Traits A Wind Knight of Aaqa may have one or more of the following additional trait options, which may affect its challenge rating. Big. The Aarakocra is abnormally large. Its size is still medium, but it gains an additional hit die (for a total of 13 (3d8) hitpoints), and has its strength score increase by one. It can also carry up to 200 pounds using its Talon trait instead. Lead the Charge. When the Aarakocra hits a target with a melee attack using its Javelin, the Aarakocra may forgoe its Storm Smite feature in order to cause each ally of the Aarakocra to gain advantage on all attack rolls against the target until the start of the Aarakocra's next turn. Shieldbearer. The Aarakocra wields a shield, granting it a +2 bonus to armor class. Stormkin. The Aarakocra can innately cast the Thunderclap cantrip (see the Elemental Evil Player's Companion) at will and the Witch Bolt spell at 2nd level once per short or long rest, using Wisdom as its spellcasting ability (save DC 12, +4 to hit with spell attacks.) Wind Shield (1/rest). As a reaction to being targeted by a ranged attack, the Aarakocra can impose disadvantage on all ranged attack rolls made against it until the start of its next turn. Windkin. The Aarakocra can innately cast the Gust cantrip (see the Elemental Evil Player's Companion) at will and the Gust of Wind spell once per short or long rest, using Wisdom as its spellcasting ability (save DC 12, +4 to hit with spell attacks.)

Aquillae Windmage Medium elemental (aarakocra), neutral good Armor Class 14 (Chain Shirt)

14 (Chain Shirt) Hit Points 45 (6d8+18)

45 (6d8+18) Speed 25ft., fly 50ft. STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 16 (+3) 18 (+4) 14 (+2) 14 (+2) Damage Vulnerabilities bludgeoning

bludgeoning Damage Resistances lightning, thunder

lightning, thunder Skills History +7, Perception +8

History +7, Perception +8 Senses passive Perception 18

passive Perception 18 Languages Auran

Auran Challenge 7 (2900 XP) Flyby. The Aarakocra doesn't provoke an opportunity attack when it flies out of an enemy's reach. Glide. If an Aarakocra in flight does not fly at least 20' horizontally in a given round, they fall prone. Innate Spellcasting. The Aarakocra can innately cast the following spells, using Wisdom as its spellcasting ability (DC 13, +5 to hit with spell attacks): 1/rest each: compelled duel, gust (see elemental evil's companion), heroism, lightning lure (see sword coast adventurer's guide), shield of faith Nimble Flier. The Aarakocra can take the dash or disengage action as a bonus action while flying. Spellcasting. The Aarakocra is a 9th level spellcaster, using intelligence as its spellcasting ability (DC 15, +7 to hit with spell attacks). It has the following Wizard spells prepared: Cantrips (At will): gust (see above), lightning lure (see above), prestidigitation, true strike 1st level (3 slots): feather fall, fog cloud, thundwerwave, witch bolt 2nd level (3 slots): gust of wind, levitate, warding wind, zone of truth 3rd level (3 slots): call lightning, dispell magic, lightning bolt, sleet storm, wind wall 4th level (3 slots): banishment, elemental bane, ice storm 5th level (1 slot): control winds Wind's Summons. The Windmage can lead a ritual along with four other Aarakocra willing Aarakocra that are all within 30' of each other. A given Windmage can only lead this ritual once before taking a long rest. During the ritual (which lasts three rounds), each participant must retain their concentration (as if concentrating on a spell), and use both their movement and their action. On the rituals conclusion, an Air Elemental is summoned, which follows the Wind Reader's commands and lasts for one hour, until the Windmage dies, or until the Windmage dismisses it as a bonus action. Actions Beak. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) piercing damage. Staff. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage, or 7 (1d8 + 3) bludgeoning damage when wielded in two hands. Talon. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 5 (1d4 + 3) slashing damage. Any target of size large or smaller that is hit with the attack is also grappled (escape DC 13). While grappled in this way it also restrained, and moves with the Aarakocra as long as it weighs less than 175 pounds. Optional Actions A Aquillae Windmage may have one or more of the following additional action options, which may affect its challenge rating. Deafening Screech (1/rest). Each creature in a 30' cone emnating from the Aarakocra must make a DC 15 Constitution saving throw or take 1d8 Thunder damage and be deafened for one minute. Fearsome Screech (1/rest). Each creature in a 30' cone emnating from the Aarakocra must make a DC 15 Wisdom saving throw or take 1d8 thunder damage and be frightened for 1d4 rounds. Wind Burst (3/rest). One creature of the Aarakocra's choice within 30' of the Aarakocra must make a DC 15 Strength saving throw or be pushed up to 20' away from the Aarakocra. Optional Traits A Aquillae Windmage may have one or more of the following additional trait options, which may affect its challenge rating. Big. The Aarakocra is abnormally large. Its size is still medium, but it gains an additional hit die, and has its strength score increase by one. It can also carry up to 200 pounds using its Talon trait instead. Stormcaller The area below the cloud created or controlled by the Aarakocra casting Call Lightning out to 100' in height counts as difficult terrain for enemies of the Aarakocra. Each round an enemy of the Aarakocra spends flying in that area, they must make a DC 17 strength saving throw or fall to the ground. Stormwrath As a bonus action the Aarakocra can call down a lightning bolt from any storm created or controlled by one of it's castings of Call Lightning. This lightning bolt deals only one third damage. Wind Shield (1/rest). As a reaction to being targeted by a ranged attack, the Aarakocra can impose disadvantage on all ranged attack rolls made against it until the start of its next turn. Wind's Majesty. Ranged attacks targeting the Windreader are made at disadvantage. In addition, any enemy of the Windreader treats the space within 30' of the Windreader as if it were difficult terrain.

Sample Encounters The following are sample encounters which feature Aarakocra and are designed for players from 1st to 11th level. Ancestral Grounds This encounter is designed for a group of four eleventh level characters. The characters are attempting to enter a holy shrine of Elemental Air for one of various different purposes. Location The shrine lies on a flattened mountain top, far above the cloud layer. In the center of the mountain top is a ring of five pillars surrounding a one story building. The small building continues six rooms, one trapezoidal room on each face of the pentagon like building, and one pentaganol room in the center. The side lenths are each 30' long. One room serves as a store room, one as a dining room, one as a training room, one as a barracks, and one as an antechamber. The center room serves as a portal to the actual shrine, which is on the elemental plane of air. Monsters An Aquillae Windmage with the Wind's Majesty optional trait, and four Wind Knights of Aaqa, one of which has Lead the Charge, one of which has Hurricane Strike, one of which has Fearsome Screech, and one of which has Big. Scene Each of the Aarakocra start at the top of one of the pillars. As the players walk towards the center of the pillars, the Windmage descends from his pillar, declares that they will cast Zone of Truth, casts Zone of Truth, and asks the players their purpose. If the players state a purpose that aligns with the goals of the Aarakocra, they are allowed to pass into the shrine. If the players state a purpose that does not align with the goals of the Aarakocra (such as killing them, stealing a relic, or destroying the shrine), does not fail their saving throw, does not speak, or attacks the Aarakocra, combat begins. Tactics Each of the Wind Knights has readied an action in the event of the Windmage attacking or being attacked. If such an event would occur, the Screecher uses Fearsome Screech to prevent the attackers from being effective, the Leader throws a Javelin against any obvious spellcaster amongst the party and uses Lead the Charge, the Striker and the Big Guy each throw a javelin against the creature targeted by the Leader and uses a lightning Storm Smite During the first round of combat, the Windmage flies upwards into the air and casts Ice Storm at 5th level in an attempt to catch party members without hitting its allies. The Screecher flies to the Windmage and casts Heroism on it. The Leader throws a Javelin at the same target with Lead the Charge, the Big Guy flies into melee range of that target and uses a Javelin and a cold Storm Smite as well as casting Compelled Duel. The Striker then flies to the Big Guy and uses Heroism on it. During further rounds of combat, the Leader continues to use thrown Javelins and Lead the Charge, the Striker attempts to position itself for a Whirlwind Strike but otherwise sticks to using Javelins with bludgeoning Storm Smites. The Big Guy uses Compelled Duel, Lightning Lure, and cold Storm Smites to keep a single enemy in combat with it while it continuously hits with Javelins and the Screecher picks up and drops enemies off cliffs while they are doing this. During the second round of combat, the Windmage uses Banishment on the most powerful enemy threat. From the third round and onwards, the Windmage, attempts to use spells such as Dispell Magic and Fog Cloud as well as going to great heights in order to prevent itself form being targeted, while using Lightning Bolt to rain death from above, and maintaining concentration on Banishment. Coming of Age This encounter is designed for a group of four fifth level characters. The characters are passing through a desert when this encounter occurs. Location The desert area is generally flat, but contains a few ridges of sand dunes. There is no water or food in this particular region. There is, however, a road that the players are walking along, that is in the form of some stone tiles every few feet that guide the players along the trail. Monsters There are eight Accipitrid Aarakocra Tribesmen, one of which has Big, one of which has Weighted Net, one of which has Wounded Frenzy, one of which has Barbed Javelin, and one of which has Poisoned Blowgun. Scene The Aarakocra circle the players from a height for a few hours, and the players need to succeed on a DC 14 Wisdom (Perception) check to realize they are humanoid. When the party looks weak, the Aarakocra descend. Tactics The Aarakocra decide on a target that looks weak. The Blowgunner fires on them with Poisoned Blowgun, the Netter drops a Weighted Net, and then the Big Guy grabs them in its Talons. Meanwhile, the others attempt to distract the rest of the party, using melee and ranged combat. They retreat once they have their target, if any are killed, or if the individual Accipitrid (other than the Big guy) are injured. Eyes in the Night This encounter is designed for a group of four first level characters. The characters are passing through a forest of giant trees on their way to another location. Location The section of woods near the Aarakocra's home is significantly thicker. The areas the players are walking on has a trail made of compacted dirt, that is wide enough for a wagon to cross.