Small Beast (Fiend), Neutral Evil
AC 13 Natural Armor    Initiative +3 (13)
HP 10 (3d6)
Speed 10 ft., Fly 60 ft.
Mod Save
STR 8 −1 −1
DEX 17 +3 +5
CON 10 +0 +0
Mod Save
INT 2 −4 −4
WIS 14 +2 +4
CHA 6 −2 −2
Skills Perception +4, Stealth +5
Resistances Necrotic
Immunities Frightened
Gear None
Senses Darkvision 60 ft.; Passive Perception 14
Languages Abyssal understands but cannot speak it
CR 1/4 (XP 50, or 50 in lair; PB +2)
Traits

Keen Sight. The Blood Hawk has advantage on Wisdom (Perception) checks that rely on sight.

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

Corrupted Nature. The Blood Hawk’s attacks are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Blood Frenzy. The Blood Hawk has advantage on melee attack rolls against any creature that doesn’t have all its hit points.

Actions

Multiattack. The Blood Hawk 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: 5 (1d4 + 3) slashing damage.

Bonus Actions

Dive Attack (Recharge 4-6). If the Blood Hawk flies at least 30 feet straight toward a target and then hits it with a melee attack on the same turn, the target takes an extra 4 (1d8) damage of the attack’s type.

Reactions

Evasive Wings. When the Blood Hawk is targeted by a ranged attack, it can impose disadvantage on the attack roll as a reaction once per round.

Description

Blood Hawks are among the most feared avian predators haunting the corrupted wilds of Sanctuary, the world of Diablo. Their bodies are a grotesque blend of bird and fiend, with deep crimson feathers perpetually slicked with blood, eyes that gleam with infernal hatred, and talons stained by countless kills. According to ancient tomes, Blood Hawks were once ordinary raptors, noble hunters of the skies, until the horrors of the Sin War unleashed waves of demonic corruption upon the land. Where their ancestors soared freely, these creatures now glide on wings tainted by Hell, each generation further warped by exposure to infernal energies.
The transformation was no accident—cultists and lesser demons deliberately targeted hawk populations, infusing eggs with infernal ichor and dark rites. The resulting Blood Hawks became agents of terror, used to track, scout, and even assassinate enemies of the Burning Hells. In battle, their screeches echo with unnatural resonance, a psychic shriek that saps hope and courage. Tales abound of entire caravans vanishing beneath a flock’s shadow, the ground below left awash in gore. Some scholars believe the very presence of a Blood Hawk signals a place where the veil between Sanctuary and the Burning Hells is dangerously thin.
Their society is primal, governed by blood and dominance. Only the fiercest survive, and their lore is carried in the mutilated remains of foes, trophies displayed in their nests as warnings to all who trespass. To encounter a Blood Hawk is to face not just a beast, but a living legacy of Sanctuary’s darkest era.

Lair and Lair Actions

A typical Blood Hawk lair is a tangle of bones, feathers, and scavenged debris nestled atop a dead tree or within a craggy cliff face. The lair is adorned with the remains of previous victims—bones, scraps of armor, and blood-stained stones. The stench of decay is strong, and the ground is littered with feathers and half-eaten carcasses. Magical corruption subtly twists the air, drawing in other scavengers and corrupting nearby weaker creatures.
Lair Actions.
On initiative count 20 (losing initiative ties), the Blood Hawk can take a lair action:
  1. Shriek of Bloodlust. The Blood Hawk emits a piercing cry. One creature of the DM’s choice within 60 feet must succeed on a DC 11 Wisdom saving throw or become frightened until the end of its next turn.
  2. Swirling Feathers. The air fills with whirling red feathers. Until the next round, the area within 10 feet of the lair is lightly obscured, granting creatures within half cover.

Regional Effects.

  • The area within 1 mile of a Blood Hawk lair is eerily silent, as smaller animals avoid the region.
  • Wounded animals are drawn to the lair and act with unnatural aggression.
  • The ground is often stained with blood, and the air carries a faint metallic tang.

Previous Versions

Name Date Modified Views Adds Version Actions
1/25/2026 4:15:29 PM
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1
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4/28/2026 2:48:07 PM
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1.5
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6/8/2026 2:59:17 PM
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2
1.5
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Monster Tags: abberationfiend

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