Aerial Tengu Scout - AI-generated fantasy Monster

Aerial Tengu Scout

Tengus are said to be children of mountain winds, teachers and tricksters who both aid and harry those who travel the high passes. Folktales praise the tengu that repels bandits and curse the one that steals a favorite keepsake. Some traditions claim tengus are former monks transformed by pride or spirit pacts with sky kami.

MediumHumanoid(Yokai)CR 2Chaotic Neutral

Aerial Tengu Scout

flyingskirmisheryokaimeleewind-magic
HP45AC15SPDWalk 30 ft., Fly 50 ft. (hover)CR2 (450 XP)AcrobaticsPerceptionStealth
STR
13
DEX
16
save
CON
16
INT
10
WIS
12
save
CHA
10
Aerial Grace. The tengu can hover while flying, and it can take off and land in difficult terrain without penalty. It has advantage on saving throws against being knocked prone while flying.
Sky-Silent. The tengu has proficiency in Acrobatics and Stealth. It can attempt a Stealth check while flying at half speed and, if successful, it is treated as hidden for surprise and ambush purposes.
Minor Windcraft. The tengu can manipulate small gusts and currents. It can snuff small flames, ruffle pages and banners, and create faint directional breezes. These effects are largely cosmetic unless the tengu expends its Gale Lash or Gust of Wind ability.
Wind's Favor. If the tengu ends its turn above ground within 20 feet of a willing creature that worships or reveres wind spirits, it can grant that creature advantage on one Dexterity saving throw or ability check as a blessing. The tengu can use this feature once per long rest.
Multiattack. The tengu makes two melee attacks: one with its katana and one with its beak. Katana: Melee Weapon Attack: to hit, reach 5 ft., one target. Hit slashing damage. Beak: Melee Weapon Attack: to hit, reach 5 ft., one target. Hit piercing damage.
Katana. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit slashing damage. If the tengu is flying, the target must succeed on a Strength saving throw or be knocked prone as the tengu drives the blade downward with the force of its momentum.
Beak Strike. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit piercing damage. If the target is already prone, the tengu deals an extra damage.
Gale Lash. Recharge 5-6. The tengu slashes the air and calls a sudden gust toward itself in a 15-foot cone. Each creature in that area must succeed on a Strength saving throw or be pushed 10 feet away and knocked prone. A creature that succeeds is pushed 5 feet and not knocked prone. The gust extinguishes nonmagical open flames of up to 3 inches in diameter in the area.
Wing Snap. As a reaction when an enemy moves to leave the tengu's reach, the tengu can make a single beak strike at the provoking creature, gaining advantage if the attacker is flying.
Cantrips
Innate WindcraftTransmutation The tengu can cast these spells innately, requiring no material components. Spellcasting ability is Dexterity (spell save DC 13). It can cast gust and minor wind tricks at will. Additionally, once per day it can cast gust of wind. It regains spent uses after a long rest.
2nd level
Gust of Wind (1/day)Evocation Once per day the tengu can call a 2nd-level gusting wind that behaves like the gust of wind spell in a 60-foot line. The tengu does not need to concentrate for this effect.
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