Corpse Sense.Within a range of 5 miles, the deathhawk can sense the presence of Undead or corpses that have been dead for less then 90 days. The deathhawk knows the general direction these are in but no their exact locations. In addition, the deathhawk has advantage on Wisdom (Perception) checks made to find Undead or corpses that have been dead for less the 90 days.
Flyby.The deathhawk doesn't provoke opportunity attacks when they fly out an enemy's resch.
Multiattack. The deathhawk makes one beak attack and one Wounding Talons attack.
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (3d4 + 4) piercing damage.,
Wounding Talons. Melee Weapon Attack: +6 to hit reach 5 ft. one target. Hit: 11 (2d6 + 4) slashing damage. If the target is a creature who isn't a construct or an undead they gain a bleeding wound that lasts until they regain at least 1 hit point. A bleeding creature loses 5(1d10) hit points for each bleeding wound they have at the start of their turn. Any creature who can reach he target can use an action to stanch all the target's wound, ending the effect.,
BONUS ACTION
Bloodcurdling Shriek (Recharge 6)The deathhawk shrieks, and each enemy within 300 feet of the deathhawk who can hear them must make a DC 14 Wisdom saving throw. Creatures who are immune to the frightened condition automatically succed on this saving throw. On a failed save, a creature is horrified for 1 minute ( save ends at end of turn). While horrified, each time a creature makes an attack roll or a saving throw , they must roll a d4 and subtract the number rolled from the attack roll or saving throw.
If a creature's saving throw is successful or the effect ends for them, they are immune to the Bloodcurdling Shriek of all deathhawks for the next 24 hours
Ambuscade.The prowler can use the dash or hide action as a bonus action.
Natural Camouflage.The prowler has advantage on Dexterity (Stealth) checks made in the forest.
Pounce.If the forest prowler move at least 10 feet straight toward a creature and then hits it with a claw attack on the same turn, thet target must succed on a DC 14 Strenght saving throw or be knocked prone. The prowler can use its bonus action to make another claw attack aganist the target.
Multiattack. The prowler makes two claw attack and one bite attack.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.,
Bite. Melee Weapon Attack: +6 to hit reach 5 ft. one target. Hit: 13 (2d8 + 4) piercing damage. If the target of the bite attack is prone, it takes an additional 4 (1d8) piercing damage.,
Multiattack.The beetle makes one bite attack and two claw attacks.
Bite.Melee Weapon Attack: +6 to hit reach 10 ft. one target. Hit: 10 (1d12 + 4) piercing damage.
Claws.Melee Weapon Attack: +6 to hit reach 10 ft. one target. Hit: 7 (1d6 + 4) slashing damage.
Acid Spit (Recharge 5-6). The carrion beetle spits a line of acid that is 30 ft. long and 5ft. Wide. Each creature in that line takes 32(5d12) acid damage, or half damage with a successful DC 13 Dexterity saving throw.
Corpse Sense.Within a range of 5 miles, the deathhawk can sense the presence of Undead or corpses that have been dead for less then 90 days. The deathhawk knows the general direction these are in but no their exact locations. In addition, the deathhawk has advantage on Wisdom (Perception) checks made to find Undead or corpses that have been dead for less the 90 days.
Flyby.The deathhawk doesn't provoke opportunity attacks when they fly out an enemy's resch.
Multiattack. The deathhawk makes one beak attack and one Wounding Talons attack.
Beak. Melee Weapon Attack: +6 to hit reach 5 ft. one target. Hit: 11 (3d4 + 4) piercing damage.
Wounding Talons.Melee Weapon Attack: +6 to hit reach 5 ft. one target. Hit: 11 (2d6 + 4) slashing damage. If the target is a creature who isn't a construct or an undead they gain a bleeding wound that lasts until they regain at least 1 hit point. A bleeding creature loses 5(1d10) hit points for each bleeding wound they have at the start of their turn. Any creature who can reach he target can use an action to stanch all the target's wound, ending the effect.
BONUS ACTION
Bloodcurdling Shriek (Recharge 6)The deathhawk shrieks, and each enemy within 300 feet of the deathhawk who can hear them must make a DC 14 Wisdom saving throw. Creatures who are immune to the frightened condition automatically succed on this saving throw. On a failed save, a creature is horrified for 1 minute ( save ends at end of turn). While horrified, each time a creature makes an attack roll or a saving throw , they must roll a d4 and subtract the number rolled from the attack roll or saving throw.
If a creature's saving throw is successful or the effect ends for them, they are immune to the Bloodcurdling Shriek of all deathhawks for the next 24 hours