Free interactive D&D 5e SRD stat block

Hawk

Tiny Beast, CR 0, AC 13, 1 HP. Unaligned.

A vigilant hawk perched on a weathered fence post at the edge of an autumn field.
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Tiny Beast, Unaligned

AC
13
Initiative
+3 (13)
HP
1 (1d4-1)
Speed
10 ft., Fly 60 ft.
ScoreModSave
STR 5 -3 -3
DEX 16 +3 +3
CON 8 -1 -1
INT 2 -4 -4
WIS 14 +2 +2
CHA 6 -2 -2
Skills
Perception +6
Senses
Passive Perception 16
Languages
None
CR
0 (XP 10; PB +2)

Actions

Talons. Melee Attack Roll: +5, reach 5 ft. Hit: 1 Slashing damage.

How to run Hawk

A hawk is a scout, familiar, or ranger companion. It has Talons at +5 for 1 slashing damage and 1 HP. Don't field it in combat. Run it as a sensor with wings: Fly 60 feet, Perception +6, Passive Perception 16. It watches from altitude while the party walks below.

Out of combat, the hawk is one of the most useful allies at low CR. It scouts ahead, returns to a glove, reports what it saw. Use it to telegraph encounters without forcing Perception checks. The hawk circles, stoops, screams. The party knows something is on the ridge before initiative. That's a free pacing tool.

In combat, the hawk's job is to leave. 1 HP at AC 13 means any area spell, any incidental damage kills it. Use the 60-foot fly speed for utility: carry a note, lift a small item from a pouch, perch on a chandelier to watch negotiations. Don't roll it into melee. Beasts at Intelligence 2 don't make heroic stands, and the player whose familiar dies pointlessly will resent it all session.

Give the hawk one name and one quirk before the session. Players latch onto that single detail and repeat it forever. That's exactly what you want.

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.
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