Alpha War Eagle
Large beast, neutral good
Armor Class
15
Hit Points
120 (16d10 + 32)
Speed
20 ft., fly 80 ft.
STR
18 (+4)
DEX
21 (+5)
CON
15 (+2)
INT
8 (-1)
WIS
17 (+3)
CHA
12 (+1)
Senses
passive Perception 21
Saving Throws
Dex +9, Wis +7
Skills
Athletics +8, Perception +11
Languages
understands Common and Auran but can’t speak them
Challenge
9 (5,000 XP)
Keen Sight. The eagle has advantage on Wisdom (Perception) checks that rely on sight.
Flyby. The eagle doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.
Master of Winds. The eagle has perfect control of the air around its body. At the beginning of each of its turns the eagle can choose to gain one of the following benefits until its next turn:
- Ranged attacks against the eagle are made with disadvantage.
- The area in a 20 foot radius sphere centered on the eagle is considered difficult terrain for other creatures.
- All creatures that start their turn within 20 feet of the eagle or enters that area for the first time on a turn must succeed on a DC 15 Strength saving throw or be pushed 15 feet directly away from the eagle and knocked prone.
Actions
Multiattack. The eagle makes three attacks: one with its beak and two with its talons.
Beak. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 12 (2d6 + 5) piercing damage.
Talon. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: 16 (2d10 + 5) slashing damage.
Enchanted Feather (Recharge 5-6). The eagle flaps its wing and releases a cluster of feathers that seek out up to three targets within 90 feet. The targets must make a DC 16 Wisdom save, taking 27 (5d10) psychic damage and becoming restrained until the end of their next turn on a failed save, or half as much damage and not restrained on a successful one.
Create Tornado (1/Day). The eagle gives a powerful flap of its wings that conjures up a 10-foot-radius, 100- foot-high tornado at a point within 120 feet. This tornado travels along a straight line, moving 30 feet a turn, for 1 minute. The area within the tornado is heavily obscured. The tornado sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.
A creature must make a DC 16 Dexterity saving throw the first time on a turn that it enters the tornado or that the tornado enters its space, including when the tornado first appears. A creature takes 21 (6d6) bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a DC 16 Strength saving throw or become restrained in the tornado until it disperses. When a creature starts its turn restrained within the tornado, the creature is pulled 10 feet higher inside of it, unless a creature is at the top.
A restrained creature moves with the whirlwind and falls when the spell ends, unless a creature has some means to stay aloft. A restrained creature can use an action to make a DC 16 Strength or Dexterity check. If successful, the creature is no longer restrained by the tornado and is hurled 3d6 x 10 feet away from it in a random direction.