As my party goes up against the Air Temple Cult (Cult of the Howling Hatred – a mishmash of every ToEE from 1e to 5e) one of my PCs remembered fighting this guy back in our first 5e campaign known as the Iron Gods. Considering this particular villain stuck in her mind for so long, and she was expecting to see him at Feathergale Spire, decided to update him and reintroduce him when they explore the temple. He is riding the wyvern in the main temple complex.
Medium humanoid (human), chaotic evil
AC 16 (Studded Leather); HP 112; Speed 30 ft.
STR +5, DEX +7, CON +6; +3
Skills Acrobatics +10, Intimidation +5
Languages Common, Hallit; CR 5 (1,800 XP)
Proficiency Bonus +3
- Brave. Birdfood has advantage on saving throws against being frightened.
- Archer. Birdfood gain’s a +2 bonus to attack rolls he makes with ranged weapons (included).
- Mechromancer. Birdfood’s jet-hawks gain his proficiency bonus to all abilities, attacks and damage as well as maximum hit points (included).
- Keen Hearing and Sight. Birdfood has advantage on Wisdom (Perception) checks that rely on hearing or sight.
- Spellcasting. Birdfood is a 2nd-level spellcaster. His spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). Birdfood has the following ranger spells prepared:
- 1st level (2 slots): gravity bow (increase damage die of range attack, arrows spark with purple energy), speak with animals
Multiattack. Birdfood makes three attacks.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 4) piercing damage.
Longbow. Ranged Weapon Attack: +9 to hit ranged 150/600 ft., one target. Hit: 8 (2d6 + 4) piercing damage when gravity bow is active.
KIJ, REJ and YARKUS
Hawk Animal Companions
Tiny constructs (robot), unaligned
AC 11; HP 22; Speed 30 ft., fly 30 ft.
DEX +6; +3
Skills Stealth +4
Immunities Fire, Poison; Poisoned
Senses Darkvision 60 ft., PP 10
Languages Common; CR 1/2 (100 XP)
Detonate. When the hawk dies, it explodes in a burst of electricity. Each creature within 5 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) lightning damage on a failed save, or half as much damage on a successful one.
False Appearance. While the hawk remains motionless, it is indistinguishable from an ordinary hawk.
Flyby. The hawk doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Longsword Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) necrotic damage.
Fire Breath Helmet (Recharge 6). The hawk exhales a 15-foot cone of fire. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.