My PCs recently derailed a whole bunch of my planning through creative play – which is fine, the surprises make the game more entertaining for me this way – they ended up in the Slumbering Ursine Dunes and here are converted monsters for my own reference with abbreviated 5e stat blocks.
Its a really big vulture… with two-heads.
TWO-HEADED GIANT VULTURE
AC 10 HP 45, Speed 10′, fly 60′
Saves +2, +0, -2
Skills Perception +3
Languages Understands Common but can’t speak it
Challenge 1 (20 XP)
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 feet of the creature and the ally isn’t incapacitated.
ACTIONS
Roll randomly each round:
- Multiattack. The vulture makes three attacks: two with its beak and one with its talons.
- Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2d4 piercing damage. On a natural 19-20, the vulture impales the target with its beak (Escape DC 12). While impaled the target takes beak damage automatically at the start of its turn and is considered grappled. While it has the target impaled it looses one of its beak attacks. The vulture will try and smash the target for 1d8 damage on a hard surface on its next action.
- Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 2d6 slashing damage.