Achaierai
Environment
Arctic, Astral, Coastal, Desert, Forest, Grassland, Hill, Mountain, Swamp, Underdark, Underwater, Urban, Summoned/Conjured
Token
Achaierai
Large fiend, lawful evil
- Armor Class 15 (natural armor)
- Hit Points 52 (7d10+14)
- Speed 50 ft.
STR DEX CON INT WIS CHA 19 (+4) 16 (+3) 14 (+2) 11 (+0) 14 (+2) 16 (+3)
- Proficiency Bonus +3
- Saving Throws
- Damage Vulnerabilities
- Damage Resistances
- Damage Immunities
- Condition Immunities
- Skills Athletics +8,Insight +6,Perception +5
- Senses darkvision 60ft.,passive Perception 12
- Languages understands Infernal and Common but does not speak.
- Challenge 6
4-Legged Retreat. The achaierai can take the Dash action as a bonus action each round.
Magic Resistance. The achaierai has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The achaierai makes three attacks: one with its beak and two with its claws.
Beak. Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit: 18 (4d6+4) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit: 11 (2d6+4) slashing damage. On a hit the target is grappled and restrained if its size is medium or smaller. A grappled target may, as an action, attempt to free itself by winning a Strength contest against the achaierai on each of its turns. The achaierai will always attack a grappled creature with its beak, having advantage on the attack roll. Only one creature may be grappled as the achaierai needs its other three legs to move.
Reactions
Black Cloud (3/day). It releases a toxic black cloud when it feels threatened. Any creature within 10 feet immediately takes 14 (4d6) necrotic damage and become Poisoned. They must also succeed on a DC 15 Constitution saving throw or become Confused. The saving throw can be made at the end of each of the character's turns. If a creature succeeds on the initial saving throw or if the effect ends for it, it becomes immune to the effects of the confusion, but not to the poison damage.