Large Monstrosity, Unaligned
- AC
- 11
- Initiative
- +1 (11)
- HP
- 19 (3d10+3)
- Speed
- 50 ft.
| Score | Mod | Save | |
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 12 | +1 | +1 |
| CON | 12 | +1 | +1 |
| INT | 2 | -4 | -4 |
| WIS | 10 | +0 | +0 |
| CHA | 5 | -3 | -3 |
Actions
Beak. Melee Attack Roll: +4, reach 5 ft. Hit: 6 (1d8+2) Slashing damage.
How to run Axe Beak
A friendly axe beak is the party's mount or a hireling-trained war bird. The framing that works: a Tabaxi ranger who hatched one from a stolen egg, a frontier town that uses axe beaks instead of horses because horses won't cross the badlands, a druid in beast form leading a flock. Treat the bird as a beast companion: low Intelligence (2), no language, but trainable to attack a target the party points at and to carry a Medium rider at 50 ft.
In combat, point the bird at one enemy and let it Beak (+4 to hit, 6 average slashing) until something dies or the bird does. With 19 HP and AC 11, it's not a tank, so don't ask it to engage real threats. Use it for the soft targets: goblin archers, fleeing cultists, a downed enemy who's trying to stand back up. The 50 ft. walk speed is the real reason it's on the team. The party's slow paladin gets a 25 ft. ride per turn if you allow Mount actions, which doubles their effective movement and gets them into range.
Out of combat, the bird is a courier and a pack animal. It can outrun any unmounted pursuer over open ground, and it'll cover 4 to 5 miles per hour at travel pace. The catch: axe beaks are loud, hungry, and stupid. They scream at strangers, they eat anything including coin pouches, and they bite their handler when bored. Reskin a Find Steed if the party has a paladin and you want to keep the bird mechanically simple.
A small thing that pays off: name the bird after the player who feeds it. The party will mourn it when something better-statted eats it.
An axe beak is a flightless terror-bird the size of a horse with a beak that splits shields. It's a CR 1/4 mook with a 50 ft. walk speed, AC 11, 19 HP, and one attack at +4 for 6 average slashing. The point of running it is not the math. The point is that it's faster than the party's ranger, it lives in flocks, and it's too stupid to recognize armor as a reason not to charge. Three of these run down a level 2 party that thought they could outwalk them.
Open the encounter at distance and announce the speed. The axe beak closes 50 ft. on its turn and pecks once. If the party can't kite it, the front-line PC takes 6 damage on round one before they've done anything. Throw two or three axe beaks at the same target and the action economy turns ugly fast: a wizard with 15 HP loses a third of it per beak that connects. Have one bird disengage from the fighter and run at the cleric. They don't fight smart, they fight greedy.
These are unaligned beasts with passive Perception 10 and no special senses. They don't ambush, they don't track at night, they don't flank. What they do is overrun open terrain. Use them in places where the party can't get to high ground: a savanna, a road through wheat fields, the floor of a dry canyon. If the players are mounted, an axe beak charges the mount, not the rider. Horses panic.
When the flock is down to one bird and Bloodied (10 HP or less), it screams and runs. Axe beaks don't have any loyalty to each other, and a wounded one will sprint 50 ft. straight away from the threat for as long as it's alive. Let the party choose between catching it for the meat and letting it go. The choice tells you something about the party.
Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.