Skip to main content

Giant Vulture

Large Beast, neutral evil

CR 1

200 XP

AC: 10
HP: 22 (3d10+6)
Speed: walk 10 ft. , fly 60 ft.
Skills: Perception +3
Senses: passive Perception 13
Languages: understands Common but can't speak
STR
15
+2
DEX
10
+0
CON
15
+2
INT
6
-2
WIS
12
+1
CHA
7
-2

Special Abilities

Keen Sight and Smell

The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.

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 ft. of the creature and the ally isn't incapacitated.

Actions

Multiattack

The vulture makes two attacks: one with its beak and one with its talons.

Beak

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage.

Talons

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.

Quick Reference

Challenge: CR 1
Type: Beast
Size: Large
Alignment: neutral evil
Best for party of 4 at level 1-2

Running This Encounter

Giant Vultures are opportunistic scavengers that attack weakened prey or defend carrion fiercely. Use their high flying speed (60 ft.) to keep them mobile and difficult to reach, making ranged attacks and spellcasters primary targets. They can hover and swoop repeatedly, creating hit-and-run tactics. Consider using terrain with cliffs or high ground to maximize their aerial advantage.

Combat Tactics

Giant Vultures prioritize weak or isolated party members, using their beak attacks (1d8+4 damage) and talons (1d6+4 damage) to quickly disable targets. They prefer to stay airborne and out of melee range of armored opponents, only landing if necessary or when wounded. Multiple vultures will focus fire on a single target to eliminate threats quickly.

Environment & Setting

Rocky badlands, high mountain peaks, coastal cliffs, or abandoned ruins create ideal hunting grounds where vultures can leverage aerial superiority. Sparse cover and open skies work best for maximizing their flight capabilities.