| 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 |
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.
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.
Swift Retreat. The Bloodhawk can take the Disengage action as a bonus action.
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
Lair and Lair Actions
- 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.
- Carrion Call: Summon 1d4 swarms of ravens or bats to harry intruders, acting on the next initiative count.
- 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 |
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1/25/2026 4:22:24 PM
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1
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0
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1
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Coming Soon
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4/28/2026 2:40:38 PM
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4
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0
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1.5
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Coming Soon
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6/8/2026 2:50:47 PM
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4
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1
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2.0
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Coming Soon
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