Fiendish Hawk
Unleash the Abyssal Skies: Meet the Fiendish Hawk with Crimson Eyes!
Appearance: Fiendish Hawks exhibit jet-black feathers and glowing crimson eyes, emanating an otherworldly aura. Sinister runes are subtly etched into their talons, and a faint, sulfurous mist surrounds them.
Behavior: These aerial demons are cunning hunters, displaying a predatory intelligence. Fiendish Hawks are relentless in pursuit, often attacking from above with demonic precision.
Habitat: They thrive in desolate landscapes tainted by infernal energy, nesting in eerie cliffs and haunted peaks. Fiendish Hawks are drawn to places where the boundary between the mortal realm and the Abyss is thin.
Modus Operandi: Fiendish Hawks silently patrol the skies, targeting unsuspecting prey. With a demonic screech, they dive to snatch victims with razor-sharp talons, leaving behind an air thick with malevolence.
Motivation: Driven by infernal instincts, Fiendish Hawks seek to spread fear and chaos. They serve as emissaries of dark forces, orchestrating aerial assaults on behalf of malevolent entities from the Abyss.
Fiendish Hawk 5e
Fiendish Hawk 3.5
Fiendish Hawk
Small fiend, chaotic evil
Armor Class 13 (natural armor)
Hit Points 27 (6d6 + 6)
Speed 10 ft., fly 60 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
14 (+2) | 15 (+2) | 14 (+2) | 4 (-3) | 12 (+1) | 8 (-1) |
Skills Perception +3
Senses darkvision 60 ft., passive Perception 13
Languages Abyssal
Challenge 1 (200 XP)
Keen Sight. The hawk has advantage on Wisdom (Perception) checks that rely on sight.
Infernal Presence. Fiends within 30 feet of the fiendish hawk gain advantage on saving throws.
Actions
Multiattack. The fiendish hawk makes two attacks: one with its beak and one with its talons.
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Fiendish Scream (Recharge 5-6). The fiendish hawk emits a piercing scream. Each creature within 20 feet of the hawk that can hear it must make a DC 12 Constitution saving throw or take 10 (3d6) psychic damage on a failed save, or half as much damage on a successful one.
Reactions
Fiendish Dodge. When the fiendish hawk is targeted by an attack that requires a Dexterity saving throw, it can use its reaction to dodge out of the way. The hawk takes no damage on a success, half damage on a failure.
Legendary Resistance (3/Day). If the fiendish hawk fails a saving throw, it can choose to succeed instead.
Infernal Wings. The fiendish hawk’s wings spread infernal flames as it flies. Creatures within 10 feet of the hawk at the start of their turn must make a DC 12 Dexterity saving throw or take 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.
Dark Flight. The fiendish hawk can magically darken its form, becoming invisible until the start of its next turn or until it attacks or uses an ability.
These creatures are similar to eagles but slightly smaller: 1 to 2 feet long, with wingspans of 6 feet or less.
Fiendish Hawk | |
Size/Type | Tiny magical beast (Extraplanar) |
Hit Dice | 1d8 (4 hp) |
Initiative | +3 |
Speed | 10 ft. (2 squares), Fly 60 ft. (average) |
Armor Class | 17 (+2 size, +3 Dexterity, +2 natural), touch 15, flat-footed 14 |
Base Attack/Grapple | +0/–10 |
Attack | Talons +5 melee (1d4–2) |
Full Attack | Talons +5 melee (1d4–2) |
Space/Reach | 2-1/2 ft./0 ft. |
Special Attacks | Smite Good 1/day |
Special Qualities | Low-Light Vision, Darkvision 60 ft., Resistance to cold and fire 5, Spell Resistance 6 |
Saves | Fort +2, Ref +5, Will +2 |
Abilities | Strength 6, Dexterity 17, Constitution 10, Intelligence 3, Wisdom 14, Charisma 6 |
Skills | Listen +2 +4, Spot +14 +16 |
Feats | Alertness, Weapon FinesseB |
Environment | Temperate forests in an evil-aligned plane |
Organization | Solitary or pair |
Challenge Rating | 1/3 |
Treasure | None |
Alignment | Always evil (any) |
Advancement | – |
Level Adjustment | – |
COMBAT
Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe.
Hawks combine both talons into a single attack.
Skills: Hawks have a +8 racial bonus on Spot checks.
Notes
- This monster is a Hawk with the Fiendish Creature template added to it.
- This monster can be summoned using the spell Summon Monster I.