Beskrivelse
Monster Manual - Dark Sun 5th Edition by Stanislav Zabielin by auquid and Athas Arena Forum by Nathan Hasle
The vulture-folk wheel high in the still sky
Above the rocky badlands and scrub plains, watching for movement and other signs of prey below. Most Athasians revile the aarakocras for Their willingness to extort, rob, and even eat travelers in the wastes. To survive and prosper, these desert scavengers band together in insular tribes, each staking out-and fiercely defending-its territory.
Lore
Aarakocras are hunters and scavengers that eat just about any meat they find. They loot whatever they can from victims claimed by the wastes. Most residents of Athas try to avoid aarakocras, considering them to be sordid opportunists, but the vulture-folk have few sworn enemies. The aarakocras keep to the skies, and their homes are built high on cliffs or mesa tops. From there, scouts search the nearby desert for food and intruders. Their sharp eyes miss little in the barren wilds, and a tribe brooks no intrusion on its territory without receiving tribute in compensation. Lost travelers who pay the requested amount might receive guidance to a landmark or a safer part of the wilderness. If rebuffed, the aarakocras won't hesitate to kidnap members of a trespassing party and hold them for ransom. To avoid harassment, merchant houses sometimes make deals with powerful aarakocra tribes; weaker tribes, reluctant to draw the ire of their stronger kin, leave those merchants alone. Despite their reputation as distasteful scavengers, aarakocras are deeply spiritual. They revere the sky and the sun as primal entities. Those members of a tribe that wield primal power use spirits and elementals to aid their kin in mundane tasks as well as in battle. Aarakocras are rarely found in the company of other humanoids, although they sometimes work with kenku tribes. They also follow raiders or dangerous monsters from the air, picking off survivors of the predators' attacks. Aarakocras train flying beasts as pets, and they use rituals to bring air elementals and spirits into the world. Slavers steal aarakocra young and eggs, selling the creatures to nobles and merchant houses as slaves. These nobles and merchants, in turn, put the vulture folk to work as soldiers and scouts.
Info
The vulture-folk venerate the wind, and their tribal shamans entreat the spirits of the air to topple and smite their foes. Only the windcallers know the secret prayers and rituals to buffet enemies 'with violent gales and summon great dust clouds to cloak the aarakocras as they swoop in for the kill.
Trek
Summoning Air Elementals
Five aarakocra within 30 feet of each other can magically summon an air elemental. Each of the five must use its action and movement on three consecutive turns to perform an
aerial dance and must maintain concentration while doing so (as if concentrating on a spell). When all five have finished their third turn of the dance, the elemental appears in an unoccupied space within 60 feet of them. It is friendly toward them and obeys their spoken commands. It remains for 1 hour, until it or all its summoners die, or until any of its summoners dismisses it as a bonus action. A summoner can't perform the dance again until it finishes a short rest. When the elemental returns to the Elemental Plane of Air, any aarakocra within 5 feet of it can return with it.
Dive Attack
If the aarakocra is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 3 (1d6) damage to the target.
Trolldomskasting
Spellcasting
The Aarakocra is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell DC 13, +5 to hit with spell attacks).
druidcraft, guidance, resistance
cure wounds, detect poison and disease
dust devil, gust of wind, warding wind
call lightning, speak with plants, wind wall
Handlinger
Multiattack
The Aarakocra makes two attacks. Two with his talons or two with his Javelins.
Talon
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
Javelin
Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 4 (1d6 + 2) piercing damage in melee, or 4 (1d6 + 2) piercing damage at range.
Whirlwind (Recharge 5–6)
The aarakocra chose a 5ft radius that he can see at 60ft of him. Each creature in the area must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the area in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.