| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 20 | +5 | +5 |
| CON | 17 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 8 | −1 | −1 |
| WIS | 14 | +2 | +2 |
| CHA | 9 | −1 | −1 |
Cunning Action. The vulture can dash, disengage, or hide as a bonus action, and may attempt to hide when only lightly obscured by darkness.
Flyby. The vulture doesn't provoke an opportunity attack when it flies out of an enemy's reach.
Claws. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 24 (6d6 + 3) piercing damage. If the vulture had advantage on the attack roll, the target takes an extra 21 (6d6) poison damage and is poisoned for 1 minute.
Description
Originating from Thunder Junction, a version of the material plane completely comprised of desert, nightshade vultures are similar to what most would recognize as a giant vulture, but rely much more on stealth to catch their own prey, amplified by its darker purple, petal-like plumage. In addition, a nightshade vulture's claws are infused with poison, allowing it to easily weaken its prey when it manages to get the jump on them.
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