Build a Bigger Bestiary: Aarakocra (2024 MM)
Let's be the change we want to see in the world. The value of bestiaries is two-fold: inspiration and pregenerated crunch. A good GM should have a collection of bestiaries, from both role playing games and the world at large, to use as inspiration. But for crunch? It gets a little more narrow.
I'm going to start by building out the D&D 2024 Monster Manual in Daggerheart. I actually haven't read this Monster Manual yet, and I have not heard good things, but it seems like the kind of place to start if I want to make things useful for others.
We'll work our way through the book slowly but surely, the Aesop's Tortoise.
First up, Aarakocra.

Aarakocra Skirmisher
Tier 1 Ranged
A birdlike warrior with a mystical javelin.
Motives & Tactics: Harry, ambush, annoy
Difficulty: 11 | Thresholds: 3/7 | HP: 3 | Stress: 3
ATK: +2 | Wind Javelin: Far | 1d10+3 phy
Experience: Perception +2, Acrobatics +2
Features
Flying - Passive: While flying, Aarakocra have a +2 bonus to their Difficulty.
Claws and Talons - Action: Move within melee distance of a target within Far range and make an attack. On a success, mark a Stress to deal 3d6 physical damage and knock the target over, making them Vulnerable until they next act.
Aarakocra Aeromancer
Tier 1 Leader
A birdlike mystic leading others into battle.
Motives & Tactics: Harry, ambush, annoy
Difficulty: 14 | Thresholds: 8/13 | HP: 6 | Stress: 4
ATK: +4 | Wind Staff: Far | 1d8+5 mag
Experience: Perception +2, Aeromancy +3
Features
Flying - Passive: While flying, Aarakocra have a +2 bonus to their Difficulty.
Call of the Wind - Action: When you spotlight the Aeromancer, mark a Stress to also spotlight two allies. If the allies are not flying, they do half damage.
Gust of Wind - Action: Mark a Stress to cause a flying target to become Vulnerable until the end of the scene.
Momentum - Reaction: When the Aeromancer makes a successful attack against a PC, you gain a Fear.