Free interactive D&D 5e SRD stat block

Giant Vulture

Large Monstrosity, CR 1, AC 10, 25 HP. Neutral Evil.

A monstrous giant vulture perched on a bleak badlands ridge.
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Large Monstrosity, Neutral Evil

AC
10
Initiative
+0 (10)
HP
25 (3d10+9)
Speed
10 ft., Fly 60 ft.
ScoreModSave
STR 15 +2 +2
DEX 10 +0 +0
CON 16 +3 +3
INT 6 -2 -2
WIS 12 +1 +1
CHA 7 -2 -2
Skills
Perception +3
Resistances
Necrotic
Senses
Darkvision 60 ft.; Passive Perception 13
Languages
Understands Common but can't speak
CR
1 (XP 200; PB +2)

Traits

Pack Tactics. The vulture has Advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally doesn't have the Incapacitated condition.

Actions

Gouge. Melee Attack Roll: +4, reach 5 ft. Hit: 9 (2d6+2) Piercing damage, and the target has the Poisoned condition until the end of its next turn.

How to run Giant Vulture

A giant vulture is a CR 1 Monstrosity with 25 HP, AC 10, and a Gouge attack at +4 for 2d6+2 piercing plus Poisoned condition. It has Pack Tactics and understands Common but can't speak. It's Neutral Evil and resistant to Necrotic damage. A single vulture dies in one hit. Use them in flocks of three to six.

Stage the flock circling a battlefield where the party just finished a real fight. The vultures land to scavenge once the party leaves. The encounter is not combat; it's the moral question of whether the party stops them. If the party engages, the vultures are spotters, not fighters. Fly 60 feet, Perception +3 means they see the party from distance. They understand Common but cannot speak, which signals they answer to a Neutral Evil intelligence somewhere: a hag, a death cult, a lich feeding them. The first one dies and the flock takes wing, climbing out of range and reporting back. The party has just been spotted.

If you must fight a flock, have the Gouge attack from the JSON serve as their melee. Pack Tactics means each vulture that fights with an ally gets Advantage. Necrotic resistance is the mechanical hook. A necromancer's vultures take half damage from radiant spells but die quickly to everything else.

The setpiece is realization. One vulture circling a hill is just a scavenger. The same vulture circling the party's road two days later, in a different country, is a mark. Let the ranger roll Animal Handling to read the pattern.

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

How to use this page

  • Click any number in the stat block, attacks (+12), damage (2d6+7), save DC (DC 20), ability mods, saves, or skills, to roll dice instantly.
  • Shift + click for advantage. Ctrl/⌘ + click for disadvantage.
  • Click a spell name for a quick reference card.
  • Add your party's AC on the left to see who got hit on each attack.
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