Free interactive D&D 5e SRD stat block

Giant Eagle

Large Celestial, CR 1, AC 13, 26 HP. Neutral Good.

Large Celestial, Neutral Good

AC
13
Initiative
+3 (13)
HP
26 (4d10+4)
Speed
10 ft., Fly 80 ft.
ScoreModSave
STR 16 +3 +3
DEX 17 +3 +3
CON 13 +1 +1
INT 8 -1 -1
WIS 14 +2 +2
CHA 10 +0 +0
Skills
Perception +6
Resistances
Necrotic, Radiant
Senses
Passive Perception 16
Languages
Celestial, understands Common and Primordial (Auran) but can't speak them
CR
1 (XP 200; PB +2)

How to run Giant Eagle

A giant eagle is the most polite plot device in the bestiary. Neutral Good, Celestial, speaks Celestial and understands Common and Auran, with a fly speed of 80 ft. and a Perception of +6. The whole creature is built to be an answer to one of three problems: get the party somewhere fast, scout a place they cannot reach, or carry a message that has to arrive today.

Use it as a courier or a lift, not a combatant. The stat block has no listed attacks, so resist the urge to throw the eagle into a fight. Lore-wise it has a beak and talons, but at AC 13 and 26 HP one bad round drops it, and a dead celestial messenger is a campaign problem rather than an encounter beat. The right scene is the party clinging to the eagle's back as it climbs above the storm front, or the eagle returning at dawn with the rebel's banner clamped in its claws, or the eagle perching on the chapter house spire and saying eight Celestial words to the paladin before turning into the wind.

Lean on the language barrier. The eagle speaks Celestial fluently, understands Common, but cannot reply in Common, so a non-Celestial speaker gets nods, head-tilts, and one short answer in a language they need a translator for. This is good. It keeps the eagle mythic, makes the cleric who took Celestial feel useful, and prevents the eagle from turning into a chatty NPC sidekick. Resistances to Necrotic and Radiant are flavor: this thing has been touched by the Upper Planes and shrugs off both grave magic and the kind of holy backlash that hurts mortal allies.

End the visit when the errand ends. The eagle delivers, accepts no payment, and is in the air before the party finishes thanking it. If they call again, it might come, but it might not, and the absence is part of the gift. Have it leave a single primary feather behind the first time. Players will keep it for the rest of the campaign.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

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