Achaierai
Minsc and Boo's Journal of Villainy p. 131
- Size
- Large
- Type
- monstrosity
- Alignment
- lawful evil
- AC
- 15 (natural armor)
- Hit Points
- 90 (12d10+24)
- Speed
- walk 50 ft.
- Skills
- Perception +4
- Senses
- darkvision 60 ft.
- Passive Perception
- 14
- Languages
- Infernal
- Challenge
- 5
Traits
Magic Resistance
The achaierai have advantage on saving throws against spells and other magical effects.
Spring Attack
The achaierai can take the Disengage action as a bonus action on each of its turns.
Actions
Multiattack
The achaierai makes two attacks with its talons and one attack with its beak.
Beak
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) piercing damage.
Talon
Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Reactions
Defensive Cloud
When injured the achaierai can use its reaction to release a cloud of poisonous gas in a 10-foot radius. All creatures in the cloud take 7 (2d6) poison damage and must make a DC 15 Constitution saving throw or be poisoned for 1 minute. While poisoned the target is confused as if from a confusion spell. At the end of its turns, the affected target can repeat the Constitution saving throw. If it succeeds the confusion ends. Achaierai are immune to the effects of this cloud.