Small Beast (Fiend), Neutral Evil
AC 14 Natural Armor    Initiative +3 (13)
HP 18 (4d6 + 4)
Speed 10 ft., Fly 60 ft.
Mod Save
STR 8 −1 −1
DEX 17 +3 +5
CON 13 +1 +1
Mod Save
INT 5 −3 −3
WIS 16 +3 +5
CHA 8 −1 −1
Skills Perception +5, Stealth +5
Resistances Necrotic
Immunities Frightened
Gear None
Senses Darkvision 60 ft.; Passive Perception 15
Languages Abyssal understands but cannot speak it, Infernal understand but cannot speak it.
CR 1/2 (XP 100, or 100 in lair; PB +2)
Traits

Blood Frenzy. The Bloodhawk has advantage on attack rolls against creatures that are missing any of their hit points.

Shadow Camouflage. While in dim light or darkness, the Bloodhawk has advantage on Dexterity (Stealth) checks.

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

Actions

Multiattack. The Bloodhawk makes two attacks: one with its beak and one with its talons.

Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.

Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d4+3) slashing damage.

Bonus Actions

Swift Retreat. The Bloodhawk can take the Disengage action as a bonus action.

Reactions

Unnerving Screech. When hit by an attack, the Bloodhawk can emit a screech. The attacker must make a DC 12 Wisdom saving throw or have disadvantage on its next attack roll against the Bloodhawk.

Description

The Black Raptor, or Bloodhawk, is not merely a beast of prey, but a living symbol of Sanctuary’s corruption. Small and lean, its form is built for predation—wings sleek as blades, talons hooked and stained, and a sharp, predatory beak. Its feathers are an unnatural shade of midnight, absorbing moonlight and seeming to drink in the very shadows, while streaks of dark crimson run along its wings and chest, reminiscent of blood spatter left in its wake.
Bloodhawks are born of pain and demonic influence. According to forbidden tomes and whispered Zakarumite legends, the first Bloodhawks emerged during the darkest years of Kehjistan’s corruption, when the veil between the mortal world and the Burning Hells thinned. Demonic energies seeped into the roots of ancient trees; eggs left in such places hatched twisted fledglings—intelligent, violent, and hungrily attuned to the scent of blood. Their eyes burn with a preternatural red light, reflecting not animal cunning, but malice and a cruel, almost mocking intelligence. Scholars who have studied their behavior note patterns of sadistic play and ritualistic feeding, as if the Bloodhawk delights in the suffering it inflicts.
In ancient battlefields and cursed woods, they are seen as omens of disaster, feasting on the dying and picking clean the bones of the dead. Some believe that Bloodhawks serve as spies and scavengers for greater demonic powers, drawn to the scent of spilled blood and lingering agony. Their screeches are said to echo the war-cries of fallen soldiers, and their presence is often a sign that the boundaries between worlds are weakening once again.

Lair and Lair Actions

A Bloodhawk lair is a grisly nest woven from bones, bloodied feathers, and remnants of its victims, tucked high in deadened trees or within ruined towers. The eerie site is littered with partially devoured carcasses, attracting scavengers and other dark creatures. The oppressive atmosphere is heavy with the coppery tang of blood and the distant echoes of suffering.
Lair Actions:
On initiative count 20 (losing ties), the Bloodhawk can:
  1. Stir the Shadows: Cause fluttering shadows to obscure sight. All non-Bloodhawk creatures must succeed on a DC 12 Wisdom saving throw or have disadvantage on Wisdom (Perception) checks until the next round.
  2. Carrion Call: Summon 1d4 swarms of ravens or bats to harry intruders, acting on the next initiative count.
Regional Effects:
  • The area within 1 mile of the lair is unnaturally quiet; sounds are muffled as if the forest itself is holding its breath.
  • Small animals are found dead or mutilated, and pools of blood refuse to dry.
  • Creatures resting within the area experience vivid nightmares of predatory birds and violence.

Previous Versions

Name Date Modified Views Adds Version Actions
1/25/2026 4:22:24 PM
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0
1
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4/28/2026 2:40:38 PM
4
0
1.5
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6/8/2026 2:50:47 PM
4
1
2.0
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Monster Tags: fiend

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