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Vulture

Medium Beast, unaligned

CR 0

10 XP

AC: 10
HP: 5 (1d8+1)
Speed: walk 10 ft. , fly 50 ft.
Skills: Perception +3
Senses: passive Perception 13
Languages:
STR
7
-2
DEX
10
+0
CON
13
+1
INT
2
-4
WIS
12
+1
CHA
4
-3

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

Beak

Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.

Quick Reference

Challenge: CR 0
Type: Beast
Size: Medium
Alignment: unaligned
Best for a party of 4 at level 1

Running This Encounter

Vultures are best used as environmental hazards or minion swarms rather than significant threats. Their low HP and AC make them trivial for leveled parties, but they excel at creating atmosphere in desolate locations and can harass unprepared adventurers. Consider using 4-6 vultures to create a genuine challenge, or employ them as scouts for intelligent creatures. Their scavenging behavior and aerial mobility make them great for dynamic encounters where terrain and positioning matter.

Combat Tactics

Vultures use their superior flying speed to stay mobile and out of melee range, diving at weakened or isolated targets. They prioritize wounded creatures and those separated from the group, using hit-and-run tactics rather than sustained combat. A vulture will typically flee once it takes damage, seeking easier prey.

Environment & Setting

Vultures thrive in open, desolate areas such as badlands, deserts, rocky plateaus, and battlefields littered with corpses. Ruins, cliffs, and areas with good vantage points allow them to circle before attacking, creating tension and environmental storytelling.