Large elemental (air), neutral good
Armor Class 15
Hit Points 38 (4d10+12)
Speed 50 ft., 120 ft. flying
STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+4) 14 (+2) 12 (+1) 12 (+1)
Damage Resistances cold, lightning, thunder
Damage Immunities gaze attacks, wind and air based attacks
Damage Vulnerability fire
Senses 11 passive Perception, true sight
Challenge 2 (450 XP)
True Seeing. Asperii can see things as they actually are. It sees invisible creatures notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet. Its true sight is so keen that it is immune to gaze attacks.
Telepathy. Asperii communicate via telepathy with a range of 60 feet.
Feather Fall. Asperii can cast feather fall up to 4 times per day. Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
Multiattack. An asperii can attack with one hooves and one bite attack
Hooves. melee weapon attack: +4 to hit, reach 5 ft., one target.
Hit: 11 (2d6+4) bludgeoning damage.
Bite. melee weapon attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d3+4) piercing damage.
Commonly known as wind steeds, asperii are highly prized as mounts, and can be very loyal to the rider. They are white, gray, or dun in color, and have flowing manes that are usually silver, white, or light gray.
Asperii sometimes live in herds of as many as 20, but are most often encountered in groups of four or less. As a rule, they live in the uppermost regions of virtually inaccessible mountain peaks.
Asperii are mortal enemies of hippogriffs and griffons, tending to attack these creatures on sight. They have also been known to do battle with rocs, though asperii normally ignore these creatures if possible. They get on quite will with pegasi, and the two species are often found in each other’s company.
If taken when young, an asperii can be trained to accept a single master. If this is properly done, the creature becomes utterly loyal to that individual, and will not bear another on its back unless so instructed by its master. An asperii will not accept a master who is not of lawful neutral, neutral, or neutral good alignment. Young asperii, commonly known as “doffs” can be sold to those who wish to train them for between 4,000 and 6,000 gold pieces.
Although asperii are omnivorous and eat a great variety of plants and animals, they do have a few favorite foods. Asperii prize mint leaves, mistletoe, fish, and hawk flesh. In fact, they so delight in eating fish that they have been known to raid fishing boats and coastal villages in search of them. Perhaps because asperii can go for long periods of time without eating, they seem to have unlimited appetites when given the chance to feed on their favorite foods.
The noble asperii are a very rare off-shoot of this species. Many describe the hide of a noble asperii as looking like an iridescent, polished abalone shell.
Their telepathy is more powerful than that of their more common counterparts, having a 90-foot range and being forceful enough to admit the noble to implant a suggestion in creatures of 3 Hit Dice or fewer.
Nobles are a CR 4 creature and have 8 Hit Dice. They get 2 individual Hoof attacks for 1d8+4 damage and bite for 1d6+2. They are often found at the head of large herds of asperii.