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Cockatrice

Small Monstrosity, unaligned

CR 1/2

100 XP

AC: 11
HP: 27 (6d6+6)
Speed: walk 20 ft. , fly 40 ft.
Senses: darkvision 60 ft., passive Perception 11
Languages:
STR
6
-2
DEX
12
+1
CON
12
+1
INT
2
-4
WIS
13
+1
CHA
5
-3

Actions

Bite

Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours.

Quick Reference

Challenge: CR 1/2
Type: Monstrosity
Size: Small
Alignment: unaligned
Best for party of 4 at level 1-2

Running This Encounter

Cockatrices are best used in small groups (2-4) to challenge low-level parties without overwhelming them. They excel at hit-and-run tactics, using their flying mobility to dart in, attack, and retreat to perches. Use environmental obstacles like trees, rocky outcrops, or ruins to create tactical depth. Remember that their petrification bite (DC 12 CON save) is their primary threat—build tension around this mechanic rather than pure damage output.

Combat Tactics

Cockatrices use hit-and-run tactics, flying out of melee range after attacking. They focus fire on isolated party members or spellcasters who cannot effectively retaliate at range. If seriously wounded, they attempt to flee rather than fight to the death.

Environment & Setting

Cockatrices thrive in rocky hills, abandoned ruins, cliff faces, and sparse woodlands where they can perch and survey prey. They prefer environments with vertical terrain that maximizes their flying advantage over grounded foes.

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