aarakocra

Dnd 5e Aarakocra Tactics – build challenging encounters against an Aarakocra

By Alan McCoy from Dungeons & Dragons: Fundamentals

How to build challenging
encounters
against an Aarakocra

Note: This has been prepared utilizing only the 5E Core Rules. The Aarakocra can be found in the Monster Manual page 12.

The Aarakocra are a race of peace-loving people that inhabit the Elemental Plane of Air where they act as the elite troops of the Wind Dukes of Aaqa. They primarily spy on the Temples of Elemental Evil but will also report on any other evil creatures or persons they discover.

The Aarakocra, sometimes called Birdmen, are roughly man-sized humanoids, with bird-like heads and beaks, feathered bodies and wings, feet equipped with talons, and a pair of arms and hands roughly where their shoulders are (similar to other humanoids).

The Aarakocra set up watch-posts and their aeries on the highest peaks of the highest mountains that they can find, preferably near the Temples of Elemental Evil, or Portals that provide access to the Elemental Plane of Air.

The Aarakocra have no concept of mortal politics, and no need or desire for treasure. They use what they need and cast the rest to the winds.

Their duties to the Wind Dukes, are to spy on the Elemental Temples and to identify potential threats. These potential threats include creatures known to be evil and others entering the plane of air by any known access. The Aarakocra will observe such creatures for a time, unseen, until their nature and their intentions become known. They will then report to the Wind Dukes and follow the instructions given. Such instructions can be further observation, or to act as a strike force and take the fight to the invaders and enemies.

The Wind Dukes of Aaqa come from a race of Elemental beings called the Vaati. They once ruled many worlds until a Queen of Evil Chaos arose and initiated an interplanar war against Vaati rule. To combat this threat, seven mighty Vaati heroes combined their powers to create an item called “The Rod of Law”. During a climactic battle with One of the Princesses of Chaos, General Mishka, was slain by the Rod. This action killed Mishka, but also shattered the Rod, the seven pieces of the Rod are scattered across the multiverse.

As expected, the Aarakocra keep a continual search for these shards, even sending expeditions to the worlds of the multiverse in search of that has now become known as the Artifact “The Rod of Seven Parts”.

Step 1) Let’s Review what we know about the Aarakocra:

There are some exceptional Aarakocra that can learn a character class. (Individual DMs may allow these as player characters, if not, these exceptions can spice up an encounter with these creatures).

Physically, the Aarakocra are mostly average, though they do display a high dexterity (+2).

Mentally, the Aarakocra are slightly above average, but only their Wisdom is above average (+1).

Aarakocra are a little slow on land (20 feet/round), probably due to their clawed feet. They make up for this in flight however (50 feet/round).

Aarakocra have exceptional eyesight, honed to perfection by training in the aeries. Their training in perception gives them a +3. They have a passive perception of 15.

Aarakocra speak Aarakocra and Auran (the language of the Elemental Plane of Air).

Five (or more) Aarakocra can engage in a ritual dance that will summon an Air Elemental to aid them in battle. This Elemental remains for one hour, or until all its summoners have been slain.

Step 2) Determine the probable Strategy

Aarakocra are primarily lookouts and spies. Flying high above the ground they keep watch on the creatures they see.

If instructed to go into battle, the Aarakocra will always pick the battlefield, finding areas that suit their standard tactics, or if that isn’t possible, provide as little hindrance as possible. This generally means a clearing far away from cover.

Step 3) Determine Tactics

The Aarakocra engage in two primary battle techniques. Strafing and Dive Bombing.

To Strafe, the Aarakocra will make a high-speed pass over the enemy, throwing a javelin towards targets below. Targets will find that the combination of high perception and the 3D battle environment will make some cover and concealment options less effective. Aarakocra engaging in Strafing will normally stay above 130 feet in altitude.

Because there is a flight component to the Aarakocra, they are beyond the normal range for many ranged weapon attacks and spells. Remember that not only the ground distance but also the vertical distance must be considered. If the Aarakocra stays above 120 feet, then all weapons except for the Longbow will be at disadvantage to hit them, and many will be unable to target them at all.

Dive Bombing: The Aarakocra will attack from the air, diving at least 30 feet to attack the target with a melee attack. The weapon hit will do normal damage and an additional 1d6 damage.

Drop Rocks: Aarakocra can drop large rocks on enemies from great height. Because of their strength, they are limited to 75 lb. boulders, some Aarakocra will engage in group tactics and drop many boulders on a single target. (This should be considered an improvised weapon, +2 to hit, range 120/300, 7d10 damage).

If an Air Elemental is on the field (see the Article on Air Elementals), the Aarakocra is fully versed in the capabilities of these creatures. They might even utilize the Cyclone as cover if missile weapons are employed against them.

Aarakocra rarely engage when grounded, as they know that they are vulnerable on the ground. Still, they have their skill with the Javelin and their Talons if necessary. The primary consideration for any Aarakocra caught on the ground will be to take to the sky once more, it can accomplish this by using the DODGE and DISENGAGE action.

Step 4) DM Tips and Observations:

In my opinion, the Aarakocra is a creature that has suffered because of the possibility that it might be allowed as a player character. Some parts were purposely kept low to enable a ‘better conversion’. Dirty Pool in my opinion.

The AC of the Aarakocra is a ‘bit low’ at 12. I would increase this to 14, Natural Armor (feathers) + Dexterity. Once again, remember that the range of the Aarakocra in flight will severely limit attacks that can be brought to bear on them.

If the Aarakocra are spies from above, lets give them the tools needed to do the job. Expertise in Perception (+6) and Keen Senses (Vision) giving them advantage on perception checks associated with vision.

Aarakocra should be given BONUS ACTION: DASH while flying.

Weapon attacks: The Javelin does make some sense, but the Long bow makes more, and it is much easier to carry and use when ‘on wing’ than a javelin would be; on the ground, talons or short sword make good sense.

The Dive Attack of the Aarakocra should be given the FLYBY capability, enabling it’s use without provoking an opportunity attack.