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The Compendium of Creatures
Bringing the Best of 4e to Fifth Edition
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By Kcajkcaj99
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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

Use the following options when choosing the subspecies of a Tribal Aarakocra.


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

Tribal Aarakocra



Base Stats

Medium humanoid (aarakocra), any alignment


  • Armor Class 11
  • Hit Points 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
  • Skills Perception +5
  • Senses passive Perception 15
  • Languages Aarakocra

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 Aarakocra makes two melee weapon attacks.

Beak. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Dropped Rock. Ranged Weapon Attack: +3 to hit, ranged 30/300 ft., one target directly below the Aarakocra. Hit: 3 (1d4 + 1) bludgeoning 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.



Hunter

Tier One Skirmisher


  • Ability Score Changes +1 Dexterity
  • Skills Survival +3

Traits

Flyby Strike. When the Aarakocra flies at least 5' towards a target before making a melee attack against it, the attack has advantage. If the attack hits, the target cannot make opportunity attacks against the Aarakocra until the end of the Aarakocra's turn.

Actions

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.

Weighted Net. Ranged Weapon Attack: +3 to hit, ranged 30/300 ft., one target directly below the Aarakocra. Hit: The target is knocked prone and restrained by the 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.



Nest-Guard

Tier One Soldier


  • Ability Score Changes +1 Constitution
  • Skills Athletics +5, Intimidation +2
  • Hit Points 13 (3d8)

Traits

Fearsome Screech (1/rest). Each creature in a 30' cone emnating from the Aarakocra must make a DC 11 Wisdom saving throw or take 1d4 thunder damage and be frightened of the Aarakocra for 1d4 rounds.

Interposing Wing. When an attack would hit another creature within 5' of the Nest-Guard, the Nest-Guard may use its reaction to have all damage from the attack be dealt to the Nest-Guard instead.



Mauler

Tier One Lurker


  • Ability Score Changes +1 Strength
  • Skills Stealth +3

Actions

Slam. +5 to hit, reach 5ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.

Lunging Slam (recharge 5-6). The Aarakocra moves up to its speed towards a creature. The Aarakocra then makes a Slam attack, dealing an additional 3 (1d6) bludgeoning damage for every 10' of movement the Aarakocra made straight towards that creature this turn. If the attack hits, the target must make a constitution saving throw with DC equal to half the amount of damage done or 10, whichever is higher. On a failed saving throw, the target is stunned until the start of the Aarakocra's next turn.



Blowgunner

Tier One Artillery


  • Ability Score Changes +1 Dexterity, -1 Strength

Actions

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.



Windreader

Tier One Elite Controller (Leader)


  • Ability Score Changes +2 Wisdom, +1 Intelligence, +1 Charisma
  • Skills +4 Insight, +2 Nature, +3 Persuasion
  • Hit Points 18 (4d8)

Traits

Inspire (3/rest). As a bonus action, the Windreader can cause one of its allies within 30' of it to gain advantage on the next attack roll it makes against an enemy of the Windreader.

Spellcasting. The Windreader is a 5th level spellcaster. Its Spellcasting Ability is Wisdom (Save DC 12, +4 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 (1 slots): bestow curse, call lightning, remove curse

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.

Actions

Electric Staff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, plus 2 (1d4) lightning damage.

Wind Blast. Each creature within a 15' cone from the Wind Reader must make a DC 12 Strength saving throw or be pushed 10' away from the Wind Reader and take 5 (2d4) bludgeoning damage. A creature who succeeds on its saving throw takes half damage and is not pushed away. A creature who fails the saving throw by five or more is knocked prone.

Wind Knight of Aaqa



Base Stats

Medium elemental (aarakocra), neutral good


  • Armor Class 16 (Chainmail)
  • Hit Points 22 (3d8+9)
  • Speed 25ft., fly 50ft.

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 16 (+3) 12 (+1) 14 (+2) 14 (+2)

  • Damage Vulnerabilities bludgeoning
  • Damage Resistances lightning, thunder
  • Skills History +4, Perception +8
  • Senses passive Perception 18
  • Languages Auran

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 Charisma as its spellcasting ability (DC 13, +5 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 (1/rest). When 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 13 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 13 strength saving throw or be knocked prone.
  • The target takes an additional 5 (2d4) thunder damage and must make a DC 13 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 13 constitution saving throw or have its speed reduced by 10' until the start of your next turn.

Actions

Multiattack. The Aarakocra makes two melee weapon attacks.

Beak. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Scimitar. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 6 (1d6 + 3) slashing 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 200 pounds.



Guardian

Tier Two Soldier


  • Armor Class +2

Traits

Phalanx. Whenever a creature would attack another creature with the Phalanx trait that is within 5' of the Aarakocra, the Aarakocra may use its reaction to make a Javelin attack against the creature.

Shield Push. As a bonus action, the Aarakocra may force a creature within 5' of it to make a DC 14 strength saving throw or be pushed 10' away from the Aarakocra.

Actions

Drawing Strike. The Aarakocra makes a Javelin attack against a creature within 5' of it. If the attack hits, the creatures has disadvantage on attack rolls against all creatures other than the Aarakocra until the start of the Aarakocra's next turn.



Hulk

Tier Two Brute


  • Hitpoints 37 (5d8 + 15)

Traits

Reckless Attack. The first time the Aarakocra attacks each turn, it may choose to have each attack it makes this turn be made with advantage. If it does so, all attack rolls against the Aarakocra are made with advantage until the start of the Aarakocra's next turn.

Actions

Scimitar Spin (1/rest). The Aarakocra makes a Scimitar attack against each creature within 5' of it.



Peltast

Tier Two Artillery


Traits

Wind Shield (3/rest). When the Peltast would be hit by a ranged weapon attack, it may use its reaction to attempt to deflect the attack using wind. The attack's damage is reduced by 6 (1d8 + 2). If this would reduce the damage to 0, the Peltast may instead redirect the attack back at the original attacker, making its own attack roll but using the bonuses of the original attacker.

Actions

Guiding Winds (1/rest). The Peltast makes a ranged dJavelin attack with advantage, at up to four times the normal (or maximum) range. If the attack would hit, it automatically counts as a critical hit.



Devout

Tier Two Controller (Leader)


  • Ability Score Changes +2 Wisdom
  • Skils Religion +4

Traits

Pact Magic. The Aarakocra is a 3rd level spellcaster. Charisma is its spellcasting ability (Save DC 13, +5 to hit with spell attacks). It has the following spells prepared.

cantrips: dancing lights, spare the dying. true strike

1st-3rd level (2 slots): call lightning, enhance ability, fog cloud, gust of wind, lesser restoration, moonbeam, prayer of healing, slow



Banneret

Tier Two Soldier (Leader)


  • Armor Class +2
  • Ability Score Changes +2 Charisma

Traits

Phalanx. Whenever a creature would attack another creature with the Phalanx trait that is within 5' of the Aarakocra, the Aarakocra may use its reaction to make a Javelin attack against the creature.

Shield Push. As a bonus action, the Aarakocra may cause another allied creature within 10' of it to gain 3 temporary hitpoints.

Actions

Rallying Strike. The Aarakocra makes a Javelin attack against a creature within 5' of it. If the attack hits, each other allied creature within 10' of the Banneret gains advantage on the next attack roll or saving throw they make before the start of the Aarakocra's next turn.



Storm Mage

Tier Two Elite Artillery


  • Ability Score Changes +4 Intelligence
  • Armor Class 13 (Studded Leather)
  • Skills +6 Arcana

Traits

Spellcasting. The Aarakocra is a 7th level spellcaster. Its Spellcasting Ability is Intelligence (Save DC 14, +6 to hit with spell attacks). It has the following wizard spells prepared:

Cantrip (at will): mage hand, prestidigitation, thunderclap (see elemental evil players companion)

1st level (4 slots): absorb elements (see elemental evil players companion), silent image, witch bolt

2nd level (3 slots): hold person, levitate, locate object, suggestion

3rd level (2 slots): counterspell, lightning bolt, protection from energy, sleet storm

4th level (1 slot): banishment, ice storm

Complementing Spell. When an ally of the Aarakocra would hit an enemy creature with a weapon attack, the Aarakocra may use its reaction to cast a spell that targets only that creature.

Aboleths

From the deepest depths of both the seas and of time itself, come the Aboleths. Relics of time immeorial, they know of a time before the gods, where they ruled the world. They were the first sentient animals to awaken after the Primordials shaped the world. They were the first to forge an empire under the golden sun. They were the first beings that other sentients worshiped. They were the first to be scorned by the gods.

Aboleths are aquatic, eel like creatures who have existed for millions of years. They abhore the gods and all that the gods stand for, as well as all the gods have created. Due to this, many Aboleths will single out and destroy members of the Clergy and other devout beings.

Aboleths are covered in a green slime that acts as an immune system. It contains several toxins, which together can prevent anything that would attempt to infect the Aboleth from getting onto it. This slime also causes any who touch it to only be able to breathe water for significant amounts of time, making it highly dangerous to land creatures. The slime will also harden if the Aboleth is exposed to intense heat or if the Aboleth is kept out of water, which causes it to act as a strong exoskeleton, yet also inhibits the Aboleths movements as well as neutralizing the toxins.

Memory

Aboleth memory is a remarkable thing. The memory of a particular Aboleth is complete flawless, yet the memoric abilities of Aboleths extend far beyond this.

Art Credit: Nanya

Every Aboleth is born with the memories of its parents. This means, that although an individual Aboleth only lives for a few millenia before dying of old age, its memories will stretch back for generations.

An Aboleth also absorbs the memories of any that it eats, and thus will actively seek out highly intelligent or well traveled creatures in order to consume, and will also gorge upon someone with knowledge of specific weakpoints, such as devouring a guard in order to know how to get in to a particular structure.

Psionics

The Aboleths grew to power long before Arcane or Divine magic came into existence. As such, there ancestors became devoted students of Psionics. Today's Aboleths still retain these memories, making them potent psychic combatants.

In addition, when the Aboleth Empire first began to fall to the gods, the Aboleth known as Xor'Alna'Razkith began to experiment on her kin. She discovered that with the correct procedure, the Aboleth brain could be altered in order to more easily conduct Psi energy. Her kin gladly accepted any proposal that would allow them to better fight the gods, and such her entire generation, and every generation since then, have used this specialized biology.

She did not, sadly, foresee the weakness such an adaptation would impose. The conductivity enhancement also increased the damage that could be dealt to an Aboleth with psychic attacks. Now, even the smallest amount of mental energy redirected back at them can lead to devestating results.

Creator of Races

When the Aboleths first enslaved the creatures of the world, they adapted many of them to suit their needs. Thus came the Chuul, Kuo-Toa, Kelp-Horns, and Deep Scions. Each of these races are corruptions of another, with Chuul from the giant Lobster of those primeval times, Kelp-Horns from early minotaurs, Kuo-Toa from ancient halflings, and Deep-Scions from the living men and elves. Each also fulfilled a specific purpose, with guardian Chuul, warrior Kelp-Horns, worker Kuo-Toa, and Deep-Scion spies.

Today, many of these races no longer have contact with their creators, and many Aboleths have lost all of their slaves. However, in some colonies, all five races still persist.

The Eternals

When magic first rose to prominence, the greatest mage in the world was an elf named Quarion. Quarion was a master transmuter, who had discovered a route to an elixir that would prevent aging. Quarion spoke of his discovery at a meeting of the other most powerful Wizards and Alchemists, among whom was a Deep Scion spy. The spy reported this to its master, Klev'Izba'Pontu who wished to take this power for himself.

And so it was arranged. Rumors were spread of a hoard of treasure being guarded by an ancient being, and that a prophecy stated that if a single champion would be presented, they would survive, yet if many were sent, all would die.

Quarion took the bait, and head to the position of the hoard, where Klev'Izba'Pontu lay in wait. The battle was long and brutal, yet Klev'Izba'Pontu emerged victorious, taking Quarion's memories.

Klev'Izba'Pontu then had his agents destroy all records of Quarion's discovery in order to monopolize it. He founded an order known as the Eternals, each of whom have consumed this elixir, and who have been chosen specifically by Klev'Izba'Pontu as prime candidates for the rebuilding of the Aboleth empire.

Art Credit: Paizo

Aboleth



Base Stats

Huge beast, lawful evil


  • Armor Class 9
  • Hit Points 189 (18d12 + 72)
  • Speed 10 ft., swim 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 18 (+4) 24 (+7) 20 (+5) 18 (+4)

  • Damage Resistances poison
  • Damage Vulnerabilties psychic
  • Skills History +15
  • Senses darkvision 240 ft., passive Perception 15
  • Languages Aboleth, Deep Speech, telepathy 120 ft.

Amphibious. The Aboleth can breath both air and water.

Hardening Mucus. Whenever the Aboleth is dealt at least 5 fire damage in a single round, the Aboleth's mucus hardens around its skin. This change lasts for an amount of rounds equal to twice the amount of damage dealt. While hardened, the Aboleth has disadvantage on Dexterity based ability checks and saving throws, and has its speed halved. In addition, it loses its resistance to poison damage as well as its Mucus Cloud trait. However, its armor class increases to 17 (Natural Armor) as a result. The mucus of the Aboleth also hardens for as long as it remains above the water.

Innate Spellcasting (Psionics) The Aboleth can innately cast the following spells using intelligence as its spellcasting ability (DC 19, +11 to hit with spell attacks). It does not require components while casting these spells.

At will: charm person, command, detect thoughts, dissonant whispers, major image, phantasmal force, unseen servant

3/rest each: clairvoyance, dominate person, confusion, control water, hypnotic pattern, programmed illusion, seeming, telekinesis

Lair. The Aboleth has a lair, chosen from the list of Tier Three Lairsb which acts on initiative count 20 every round, loosing initiative ties. When the Aboleth dies, so does the capacity of the lair to act. The Aboleth cannot use the same action option two turns in a row.

Legendary Resistance (3/day). If the Aboleth fails a saving throw, it can choose to succeed instead.

Psychic Stun. Whenever the Aboleth is dealt at least 10 psychic damage in a single round, it must make a Constitution saving throw with DC equal to half the damage taken or be stunned during its next turn.

Mucus Cloud. The Aboleth is surrounded by a mucus cloud, that is 5' thick. Whenever a creature would touch or be touched by the Aboleth, or a creature enters the Mucus Cloud, the creature must make a DC 19 constitution saving throw or contract Aboleth Plague for 1d4 hours. A creature immune to diseases is immune to Aboleth Plague. A creature affected by Aboleth Plague can only breath water, and begins to suffocate if it would attempt to breath air.

Actions

Multiattack. The Aboleth makes two tentacle attacks.

Devour. Melee Weapon Attack: +9 to hit, reach 5 ft., one incapacitated target. Hit: 38 (6d10 + 5) piercing damage. If the target is killed by the attack or is already dead, the Aboleth consumes it. It gains all the memories of the creature, and regains 11 (2d10) hitpoints. If the creature had an intelligence score of 12 or higher, the Aboleth also regains a use of one of its rest based spells.

Tentacle. Melee Weapon Attack: +9 to hit, reach 20 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage and the target is grappled (escape DC 17). While grappled in this way, the creature is also restrained. The Aboleth can grapple four creatures in this manner.

Massive Exhale. Each creature submerged in the same body of water as the Aboleth and in a 120' long and 5' wide line originating from the Aboleth's mouth must make a DC 19 strength save or take 14 (4d6) bludgeoning damage and be pushed 20' away from the Aboleth.

Legendary Actions

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

Grab. The Aboleth makes a Tentacle attack.

Reel. Each creature grappled by the Aboleth is moved 5' closer to it.

Psionics (Costs 2 Actions). The aboleth uses one of its at will Psionic spells that can be cast as an action.


Slavetaker

Tier Two Solo Controller


Traits

Enslave (1/day). When a creature has been dominated (via the Dominate person spell) by the Aboleth for at least one minute, the Aboleth can change the duration of the effect from Concentration (Up to One Minute) to Until Dispelled

Actions

Psychic Drain. A creature that is charmed by the Aboleth takes 10 (3d6) psychic damage. The Aboleth regains health equal to the damage dealt.


Slimelord

Tier Two Solo Controller


Actions

Mucus Blast (1/rest). Each creature within 5' of the Aboleth or touching it must make a DC 19 constitution saving throw or take 26 (4d12) poison damage.

Mucus Stun (1/rest). Each creature within 5' of the Aboleth or touching it must make a DC 19 constitution saving throw or be stunned for 1 (1d4 - 1) rounds.



Eternal One

Tier Four Solo Controller


  • Hit Points 522 (36d20 + 180)
  • Size Gargantuan

Improved Lair. The Aboleth chooses a tier six Lair instead.

Improved Legendary Actions. The Aboleth has 5 legendary actions each round instead of 3.

Improved Innate Spellcasting. The Aboleth can cast the following additional Innate Spells.

3/rest each: fear, mass suggestion, phantasmal killer

1/day each: maelstrom, mirage arcane, plane shift (self only), weird

Improved Mucus. The save DC for the Aboleth's mucus cloud is 21 instead of 19.

Improved Defenses. It takes twice as much damage to trigger the Aboleth's Psychic Stun or Hardening Mucus traits.

Traits

Arcane Analyst. The Aboleth can cast the Detect Magic and Identify spells at will.

Enslave (1/day). When a creature has been dominated (via the Dominate person spell) by the Aboleth for at least one minute, the Aboleth can change the duration of the effect from Concentration (Up to One Minute) to Until Dispelled

Lore Magic. The Aboleth is a 9th level spellcaster, using intelligence as its spellcasting ability (DC 21, +13 to hit with spell attacks.) It has the following wizard spells prepared.

1st-5th level (2 slots): counterspell, darkness, evard's black tentacles, expeditious retreat, geas, haste, hold person, invisibility, shield, wall of water

Actions

Mucus Blast (1/rest). Each creature within 5' of the Aboleth or touching it must make a DC 21 constitution saving throw or take 26 (4d12) poison damage.

Mucus Stun (1/rest). Each creature within 5' of the Aboleth or touching it must make a DC 21 constitution saving throw or be stunned for 1 (1d4 - 1) rounds.

Psychic Drain. A creature that is charmed by the Aboleth takes 21 (6d6) psychic damage. The Aboleth regains health equal to the damage dealt.

Angels

Angels are pure expressions of Divine Energy, in a similar manner to the greater gods themselves. They were not formed by the gods, as is often told, but still live only to express their will. The identity of the God they serve can shape them, but only monentarily, as they often switch their alleigiances to another deity.

Varying Forms

Myriad types of angels fill out the ranks of the Divine Host.

Seraphim are Six-Winged bearers of flame that act as military marshals or as champanions of the gods they serve.

Cherubim are powerful shapeshifters, but appear as winged humanoids which glow with blue light in their natural form.

Ophanim appear to be whirring spherical masses of cogs and gears forged from a glimmering divine metal and covered in eyes, and act as arbitrators of divine law.

Exousim look like suits of plate armor with pure energy flowing through them, and take up arms in service of their gods.

Kyriotim appear as beautiful humans with feathery wings who wear crowns affixed with glowing lights, and command other angels to do their bidding.

Callings of Angels

Each angel is assigned a calling by the deity it follows. A calling is a form of divine goal that the angel must try to complete at all costs. Although each type of Angel can have many options for callings, each calling can only be given to a single form of angel. An angel that is given a new calling, in addition to changing its objectives, literally changes form in order to better server their god.

The Compact of Heaven

A set of divine rules, known as the Compact of Heaven, govern the actions of all celestial powers. They are particularly influential in the existence of angels. If an angel breaks the Compact of Heaven, no matter waht the status of the angel they will fade back into the energy with birthed them.

The mandates of the Compact of Heaven are many and are quite constraining. They must obey the demands of any God they have been sworn too, unless doing so would break another mandate. Furthermore, they cannot slay a deity with any degree of permanence. Lastly, quite extensive rules exist on the subject of meddling in the affairs of mortals.

If whether or not an Angel has broken the Compact is ever called into question, an Ophanim is summoned to determine the presence of the crime and severity of the punishment.

 

Art Credit: Wizards of the Coast

Seraphim



Base Stats

Large celestial, lawful neutral


  • Armor Class 22 (plate armor, shielding wings)
  • Hit Points 175 (14d10+98)
  • Speed 40 ft., fly 120 ft.

STR DEX CON INT WIS CHA
24 (+7) 20 (+5) 24 (+7) 19 (+4) 22 (+6) 25 (+7)

  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Damage Vulnerabilities Force
  • Damage Resistances Necrotic, Radiant
  • Damage Immunities Fire, Poison
  • Skills religion +9
  • Senses truesight 120'
  • Languages Celestial, telepathy 120 ft.

Deflecting Wings. When the Angel would be hit by a weapon attack, it may use its reaction to choose not to be hit instead.

Lesser Legendary Resistance (3/day). When the Angel would fail a saving throw, it may choose to reroll the saving throw and take the higher result.

Manifested Weapons. The Angel's weapons are made of Divine energy that has been wreathed in flame, and is held together solely by the Seraph's force of will.

Actions

Flaming Greatsword. Melee Weapon Attack: +12 to hit, reach 10ft., one target. Hit 21 (4d6 + 7) fire damage.

Greatsword Sweep (1/rest). The Angel makes a Flaming Greatsword with disadvantage attack against each creature within 10' of it.

Flaming Longspear. Melee Weapon Attack: +12 to hit, reach 15ft., one target. Hit 20 (2d12 + 7) fire damage.

Burst of Strikes (1/rest). The Angel makes three Flaming Longspear attacks with disadvantage against a single target.

Pillar of Light (1/rest). The Angel chooses a point within range. Each creature within a 10' radius cylinder that extends to the heavens and is centered on that point must make a DC 20 wisdom saving throw or take 22 (4d10) radiant damage and be blinded for thirty seconds (5 rounds), or taking half damage and not being blinded on a succesful save.

Legendary Actions

The Angel can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Seraph regains spent legendary actions at the start of its turn.

Attack. The Angel makes a weapon attack.

Chosen Foe. The Angel chooses a creature within 120' of it and bathes that creature in light (10' bright, 10" dim). The Seraph deals an additional 11 (2d10) fire damage to the target the next time the Seraph would hit that target with an attack before the end of the Seraphs next turn.

Healing Presence. The Seraph chooses a creature within 120' of it. That creature may immediately expend one of its Hit Die and regain hit points as per the normal expenditure of hit die.



Blademaster

Tier Three Solo Brute


Precision Strike. If the Angel hits with a melee weapon attack that it has advantage on the attack roll with, it deals an additional 5 (2d4) damage.

Actions

Multiattack. The Angel makes two melee weapon attacks.

Flamefeather Storm (1/day). The Angel expels its wings outwards, destroying them but firing off a blast of firey feathers. Each creature within 20' of it must make a DC 20 Dexterity saving throw or take 52 (8d12) fire damage. The Seraph loses its wings until they regrow after 1 day. While it has lost its wings, it gets -4 to AC, loses the Deflecting Wings trait, and loses its fly speed.



Peltast

Tier Three Solo Skirmisher


Nimble Flyer. The Angel can dash or disengage as a bonus action.

Actions

Flaming Javelin. Melee or Ranged Weapon Attack: +12 to hit, reach 10ft. or ranged 30/90ft., Hit: 14 (2d6 + 7) fire damage.

Javelin Burst. The Angel makes 3 Flaming Javelin attacks with disadvantage, each against a different target.



Archer

Tier Three Solo Artillery


Divine Marksman. The Angel ignores half cover on its Ranged Weapon attacks.

Actions

Flaming Greatbow. Ranged Weapon Attack: +10 to hit, ranged 300/1200ft., Hit: 16 (2d10 + 5) fire damage.

Fire of Heaven (1/rest). The Angel makes a Flaming Greatbow attack. On a hit, the arrow explodes in a ball of flame. Each creature, including the target, within 10' of the target must make a DC 18 Dexterity saving throw or take 14 (4d6) fire damage. A creature takes half as much damage on a succesful saving throw.

Banishing Shot (1/rest). The Angel makes a Flaming Greatbow attack. On a hit, the Seraph may immediately cast the Banishment spell targeting that creature, without expending an action, using Charisma as its spellcasting ability (DC 20). With the exception of range, all normal rules for the Banishment spell apply.



Avenger

Tier Three Solo Soldier


Mark of Vengeance. As a bonus action the Angel may choose a single creature as its Mark. The Angel cannot use this ability while it still has a living Mark, and their is no way for a creature to become no longer the Angel's Mark except via either the Angel's death or the Mark's death. The Angel always knows the location of its mark.

Vengeful Hunter. As a bonus action if the Angel is within 600' of its Mark, it can teleport such that it is adjacent to its Mark.

Vengeful Duelist. The Angel has advantage on attack rolls against its Mark, and disadvantage on attack rolls against creatueres other than its Mark.

Actions

Hunter's Arena (1/rest). Each creature other than the Angel's Mark within 30' of the Angel must make a DC 20 wisdom saving throw or be Frightened of the Angel for 30 seconds. It may repeat the saving throw at the end of each of its turns, ending the effect on a success.

Art Credit: Nosferatu Neko

Cherubim



Base Stats

Medium celestial, lawful neutral


  • Armor Class 15
  • Hit Points 93 (11d8 + 44)
  • Speed 30 ft., fly 90 ft.

STR DEX CON INT WIS CHA
16 (+3) 20 (+5) 18 (+4) 19 (+4) 22 (+6) 25 (+7)

  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Damage Vulnerabilities Force
  • Damage Resistances Necrotic, Radiant
  • Damage Immunities Poison
  • Skills deception +12, investigation +9, persuasion +12, religion +9
  • Senses truesight 120'
  • Languages Celestial, telepathy 120 ft.

Manifested Weapons. The Angel's weapons are made of Divine energy that has been wreathed in flame, and is held together solely by the Seraph's force of will.

Sneak Attack. Whenever the Angel would hit with an attack that it has advantage on, it deals an additional 21 (6d6) damage.

Mask of Many Forms. As a bonus action the Angel can change its shape to appear as a small or medium humanoid of any race. This feature cannot be used to accurately replicate an exact individual, although the Angel has control to some degree of precision over height, weight, facial features, voice, hair length, coloration, etc. The Angel can revert to its original form at will, and automatically does so when it makes an attack.

Actions

Charming Countenance (1/rest). Each creature within 20' of the Angel that isn't in combat with the Angel must make a DC 20 wisdom saving throw or be charmed by the Angel for 1 hour. The effect ends if the Angel attacks the creature.

Solar Dagger. Melee or Ranged Weapon Attack: +10 to hit, reach 5ft. or ranged 20/60 ft., Hit 7 (1d4 + 5) radiant damage.

Healing Touch (3/day). The Angel touches another creature, and that creature magically regains 18 (4d8) hitpoints and is freed from any curse, disease, poison, blindness, or deafness. 2 Invisibility. The Angel turns invisible until it makes an attack or is dealt damage.



Bodyswapper

Tier three elite skirmisher


Actions

Bodyswap. The Angel swaps position with one of its duplicates.

Bodyswap Strike. The Angel swaps position with one of its duplicates, and then makes a Solar Dagger attack with advantage.

Distracting Duplicate (1/rest). The Angel creates two illusory duplicates of itself. The duplicates have the statistics as the angel, but have 30 hitpoints and can't take actions, bonus actions, or reactions. If a duplicate would be dropped to 0 hitpoints, it dissapears. The duplicates act on the Angel's turn. Whenever the Angel would make a



Guardian

Tier three elite soldier


Everpresent Guardian. As a bonus action,the Angel may teleport such that it is adjacent to its Ward.

Guardian's Ward (1/day). As a bonus action, the Angel can choose a ward. That creature remains the Angel's ward until the creature dies, the Angel dies, the creature attacks the Angel, or the Angel uses this feature again. The Angel always knows the location of its Ward. Whenever a creature would attack the Angel's ward, the Angel may use its reaction to make a Solar Blade attack against that creature.



Assassin

Tier three elite lurker


Assassin's Strike (Recharge 6). When the Angel would hit a creature with a melee weapon attack that it had advantage on, the attack is automatically a critical hit, and the target is stunned for 1 round.

Ophanim



Full Stats

Tier 4 elite controller, huge celestial, lawful neutral


  • Armor Class 18 (natural armor)
  • Hit Points 159 (11d12 + 88)
  • Speed 0 ft., fly 20 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 26 (+8) 24 (+7) 24 (+7) 26 (+8)

  • Condition Immunities charmed, exhaustion, frightened, poisoned
  • Damage Vulnerabilities Force
  • Damage Resistances Necrotic, Radiant
  • Damage Immunities Bludgeoning, Piercing, and Slashing Damage from Non-magical Weapons that Aren't Adamantine; Poison
  • Skills arcana +13, deception +14, investigation +13, insight +13, persuasion +14, religion +13
  • Senses truesight 600'
  • Languages Celestial, telepathy 240 ft.

Divine Awareness. The Angel knows if it hears a lie.

Immutable Form. The Angel is immune to any spell or effect that would alter it's form.

Innate Spellcasting. The Angel can innately cast the following spells, using Charisma as its Spellcasting ability (Save DC 22, +14 to hit with spell attacks.)

At Will: Banishment, Calm Emotions, Counterspell, Detect Evil and Good, Detect Magic, Detect Thougts, Dispel Magic, Forbiddance, Geas, Hallow, Hold Person, Sanctuary, Zone of Truth

1/day Each: Antimagic Field, Divine Word, Gate, Power Word Stun, Temple of the Gods

Vengeful Form. Whenever the Ophanim would be hit with an attack, the attacker must succeed on a DC 22 Charisma saving throw or take 7 (2d6) psychic damage.

Actions

Slam. Melee Weapon Attack. +6 to hit, reach 5ft., one creature, Hit: 22 (4d10) bludgeoning damage.

Revoke. The Ophanim chooses one Celestial within 600' of it. That Celestial is immediately destroyed if it is of a lower tier than the Ophanim. Otherwise, the Celestial must make a DC 22 Charisma saving throw or be immediately destroyed.

Art Source: Python Package Index

Variant Traits

Sample Lairs