Medium Humanoid (Any Race), Neutral Evil
Armor Class 16 (leather armor)
Hit Points 50 (5d10 + 25)
Speed 40 ft., Swim 30 ft.
STR
16 (+3)
DEX
18 (+4)
CON
18 (+4)
INT
10 (+0)
WIS
10 (+0)
CHA
8 (-1)
Saving Throws DEX +7, CON +7
Skills Intimidation +4, Stealth +8
Damage Resistances Necrotic, Poison
Condition Immunities Exhaustion
Senses Passive Perception 10
Languages Common
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Cultist of Grall. The vulture has advantage on saving throws against being poisoned and is immune to being frightened by undead. 

Dark Devotion. The vulture has advantage on saving throws against being charmed or frightened. 

Cloak of the Dark Gods. The vulture can cast greater invisibility at will and makes stealth checks at advantage.

Nimble Escape. The vulture can take the disengage or hide action as a bonus action on each of its turns.

Actions

Multiattack: The vulture makes two melee attacks with its scimitars.

Scimitar: Melee Weapon Attack:  +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) slashing damage plus 6 (2d6) poison damage. A creature hit by the vulture's scimitar attack must make a DC 14 Constitution saving throw or be poisoned until the poison is removed. The creature may make the save at the end of each of its turns. 

Blowgun: Ranged Weapon Attack: +6 to hit, range 25/100 ft., one target. Hit: 3 (1+4) piercing damage plus 6 (2d6) poison damage. A creature hit by the vulture's blowgun attack must make a DC 14 Constitution saving throw or be paralyzed until the poison is removed. The creature may make the save at the end of each of its turns. 

Bonus Actions

Hunter's Mark: The vulture may subtle cast hunter's mark as a bonus action. 

Description

Vultures are the assassins and spies of the Cult of Grall. 

Monster Tags: humanoid

gyrozen

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