Blackwing-Kris the Crack of Dawn (Duel Terminal:Order of the Warlords)

Large gritaur, neutral

Armor Class 16 (Leather Armor) Hit Points 95 (10d10 + 50) Speed 40 ft. fly 40 ft.

Saving Throws con +6 Skills Athletics +9 Damage Vulnerabilities thunder Damage Immunities poison Condition Immunities blinded, deafened, exhaustion, petrified, poisoned Senses blindsight 30 ft., passive Perception 7 Languages common; Challenge 15 (13,000 XP)

Flyby. The Blackwing doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Keen Sight. The Blackwing has advantage on Wisdom (Perception) checks that rely on sight.

Limited Telepathy. Using telepathy, The Blackwing can magically communicate with any other The Gusto within 60 feet of it.

Ambusher. The Blackwing has advantage on attack rolls against any creature it has surprised.

Natural Acrobat. The Blackwing has advantage on any Dexterity (Acrobatics) check.

Pack Tactics. The Blackwing has advantage on an attack roll against a creature if at least one of the Blackwing allies is within 5 feet of the creature and the ally isn't incapacitated.

ACTIONS
Multiattack. The Blackwing makes two attacks: one with its claws and one bite attack.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 2) piercing damage, plus 4 (1d8) damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 2) slashing damage, plus 4 (1d8) damage.

Wind Blast (Recharge 5). The Blackwing expels Wind in a 30-foot line that is 5 feet wide. Each creature in that area must succeed on a DC 12 saving throw or take 2d8 + 2 damage. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.