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, as they know that any physical contact will be percieved as an attempt to poison the outsider.

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.

Subspecies Trits

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.



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
  • 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
  • Challenge 1/4 (50 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 attacks.

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

Dropped Rock. One creature directly below the Aarakocra and less than 450' away must make a DC 11 dexterity saving throw or take 5 (1d4 + 3) 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.

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.

Weighted Net. One large or smaller creature directly below the Aarakocra and less than 450' 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.

Wing Backblast. Each creature in a 30' cone emnating from the Aarakocra must make a DC 13 Strength saving throw or be pushed 5' away from the Aarakocra. If they fail this saving throw by 5 or more, they are also knocked prone.

Optional Traits

An Aarakocra Tribesman may have one or more of the following additional trait options, which may affect its challenge rating.

Big. The Tribesman 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 Tribesman doesn't provoke an opportunity attack when it flies out of an enemy's reach.

Windkin. The Tribesman can innately cast the Gust cantrip (see the Elemental Evil Player's Companion), using Wisdom as its spellcasting ability (save DC 11, +3 to hit with spell attacks.)

Aarakocra Tribesman Tactics

Aarakocra Tribesmen usually attack in groups. They are usually either part of hunting groups, or they are defending their Eyrie. If they are defending their Eyrie, then they will try to keep their eggs safe at all costs (including the adult's life), in order to at least allow the next generation to survive. Otherwise, they will retreat once they take damage, or if any of their allies are killed.

The preffered tactic for Aarakocra hunting parties is to first restrain the enemy in weighted nets, and then drop rocks on them from a safe distance. They prefer to stay at no less than 450' away, so that they are well out of the range of all but longbowmen.

They then circle their prey (in order to stay aloft), dropping nets and rocks when they are directly above their foes. The only functioning way to defeat Aarakocra at this height is using a longbow or a long ranged spell, which makes this a relatively secure way to hunt.

If conditions do not allow the Aarakocra to perform such tactics, or if the enemy is threatening the Aarakocra eggs, Aarakocra are willing to engage in melee combat.

When in melee, preffered Aarakocra tactics are either Flyby strikes (though only for those trained in this particular discipline), or grabbing an enemy, lifting it up, pecking at it while in the air, and then eventually dropping it from a great hight, often to its death.