Giant Vulture
Large animal- Challenge
- STR
- 2
- DEX
- 0
- CON
- 2
- INT
- −2
- WIS
- 1
- CHA
- −2
- Fort
- +3
- Ref
- +2
- Will
- −1
Keen Sight and Smell. The giant vulture has advantage on Perception checks that rely on sight or smell.
Maneuvers. The giant vulture uses maneuvers (maneuver save Difficulty 12). It has 2 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:
1 stamina die: blood in the water, grapple, spring attack, swipe, tear flesh
Pack Tactics. The giant vulture has advantage on attacks made against a creature if at least one of the giant vulture’s allies is within 1 meter of the creature and the ally isn’t incapacitated.
Actions (2)
Beak (1/turn). Melee Weapon Attack: +3 to hit. Hit: 7 (2d4 + 2) piercing damage.
Talons (1/turn). Melee Weapon Attack: +3 to hit. Hit: 9 (2d6 + 2) slashing damage.
Maneuvers
As an action, make a melee weapon attack with advantage against a creature that is below half its health.
On a hit, add the stamina die to the attack’s damage.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Until the start of your next turn, if you are within 10 meters of a creature that you can sense that is below half its health, any attack you make against a creature not below half its health is made with disadvantage.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, make a melee weapon attack and a Brawn check to grapple the creature.
Enhance
You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.
As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.
On a hit, add the stamina die to the attack’s damage.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, make a weapon attack with a melee weapon with a natural weapon that deals slashing damage and then swipe through the target. Each creature within 1 meter of the target and within your weapon’s reach must make a Reflex saving throw.
On a failure, it takes slashing damage equal to the stamina die.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
Enhance
You can increase the damage for each additional stamina die expended.
As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to cause jagged wounds that bleed.
On a hit, add the stamina die to the attack’s damage and the creature is bleeding 1.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Enhance
You can increase the damage and bleeding level by 1 for each additional stamina die expended.