A spoiled merchant sees your raptor flying and finds it breathtaking. They wish to purchase it, and will not take no for an answer.|
| 7 |
Your raptor uncovers a group of hooded figures who disappear into a secret lair you wouldn't have noticed from the ground. |
| 8 |
A rival falconer accuses you of stealing their raptor. |
## Behaviors
Below are a list of behaviors that you can train your falcon to learn and use as actions. You may adjust the training day to better suit the pacing of your campaign.
**Indicates a behavior considered part of the "Basic Training" that all purchased, trained raptors come with.*
### Attack
---
- *25 Days of Training*
- Your raptor can make a melee weapon attack using its beak or talons as per its stat block (Appendix A).
### Dash*
---
- *10 Days of Training*
- Your raptor gains extra movement for the current turn. The increase
equals your raptors speed, after applying any modifiers.
### Disengage*
---
- *15 Days of Training*
- Your raptor’s movement doesn’t provoke opportunity asks for the
rest of the turn.
\pagebreak
### Dive Attack
---
- *40 Days of Training*
- If your raptor is flying and takes its action to dash, it can make one attack as part of the action or shove a creature. If it dives at least 30 feet straight toward its target before taking its bonus action, your raptor can either gain +5 bonus to the attack’s damage roll (if you chose to make a melee attack and hit)
or push the target up to 10 feet away from you (if you choose to
shove and you succeed).
### Dodge*
---
- *15 Days of Training*
- Until the start of its next turn, any attacks made against your raptor
has disadvantage if it can see the attacher, and it makes Dexterity
saving throws with advantage.
### Follow & Lead
---
- *30 Days of Training*
- Your raptor can follow a target you can currently see and return to lead you toward wherever the target stops or until 3 days have passed (whichever happens first).
### Grapple
---
- *25 Days of Training*
- Your raptor can use the Attack action to attempt to grapple an
enemy creature. The target of its grapple must be no more than
one size larger than it, and it must be within your raptor’s reach.
Your raptor makes a grapple check Strength (Athletics) contested
by the target’s Strength (Athletics) or Dexterity (Acrobatics) - target
chooses. If you succeed, the target is grappled. When your raptor
moves it can drag or carry the grappled creature with it, but its
speed is halved, unless the creature is two or more sizes smaller
than it.
### Help
---
- *25 Days of Training*
- Your raptor can assist one of your allies by distracting the target. If any
of your allies attack the target before your next turn, the first attack
roll is made with advantage.
### Hide
---
- *15 Days of Training*
- Your raptor can hide, either high in the sky or within the surrounding
environment. It makes a Dexterity Stealth check opposed by the
passive perception of nearby creatures. On the next turn, your
raptor gains advantage on attack roll against creatures that are
unaware of it.
### Hunt
---
- *40 Days of Training*
- Your raptor can search the surrounding area for prey and return to you with a beast of the same size or smaller in order to feed you and, potentially, your party.
### Fly & Return*
---
- *10 Days of Training*
- Your raptor can take off into the sky and return to you when commanded.
\columnbreak
### Retrieve
---
- *15 Days of Training*
- Command your raptor to retrieve an object within sight no greater than its carrying capacity.
### Scout
---
- *20 Days of Training*
- Command your raptor to fly ahead and call out in one of two calls
(affirmative or negative) when it spots an enemy or place of
interest.
### Search
---
- *20 Days of Training*
- Your raptor can search the surrounding area for a specific location or noticeable feature or group of people and circle around them to indicate their location.
\pagebreakNum
# Chapter 5: Raptor Development
Over time a well fed raptor will naturally grow stronger and more capable as it strengthens, develops, and its bond with its hunting partner deepens. Even the strongest creatures can become prey when hunted by an experienced falconer and a fully developed raptor.
## Raptor Feats
As a player character progresses, your raptor does so, too, earning feats that make it a more capable hunter and better hunting partner.
Some feats are restricted to specific raptors, like the *Sadistic Hunter* feat for the Vulture, or the Owl's *Sylvan Inheritance* because they capitalize on the individual raptors' specific capabilities.
Generally, I recommend allowing falconers to pick a new feat for their raptor every few levels, or when enough time passes within the game to justify the raptor's development - like after an adventure or once a few months have passed.
| Raptor | Unique Feats |
|:---:|:-----------:|
| Falcon | Nimble Flight, Superior Speed |
| Hawk | Broad-Winged, Intimidating Screech |
| Eagle | Apex Predator, Swoop Hunter |
| Owl | Ambush Hunting, Sylvan Inheritance |
| Vulture | Carrion Call, Sadistic Hunter |
### Ability Score Improvements
Careful feeding and training allows you to control your raptor's development, making it either a more capable companion or predator.
Choose one of the below every time you take this feat. You may only choose each option below once.:
- Increase Raptor's Strength by 2, may now hunt beasts one size larger than its own size independently.
- Increase Raptor's Dexterity by 2, Increase AC by 1.
- Increase Raptor's Constitution by 2, raptor also gains proficiency with Constitution saving throws, allowing you to add your proficiency bonus when rolling these saves for your raptor.
- Increase Raptor's Intelligence by 2, Reduce DC of Training Checks by 2
- Increase Raptor's Wisdom by 2, raptor also gains proficiency with Survival skill, allowing you to add your proficiency bonus when rolling these saves for your raptor.
- Increase Raptor's Charisma by 2, raptor also gains proficiency with Intimidation or Perforance skill (choose 1), allowing you to add your proficiency bonus when rolling for your raptor for whatever skill you choose.
### Ambush Hunting (Owl Only)
When your owl surprises a creature it attacks, it deals an additional 1d6 sneak attack damage. *Can be taken two additional times to increase sneak attack damage by an additional 1d6* (to a maxium of 3d6).
### Apex Predator (Eagle Only)
Your eagle begins to fulfill its predatory potential. The first time you take this feat for your raptor gain the following benefits:
- Increase your eagle’s size from Small to Medium.
- Increase your eagle's fly speed by 10
- Reroll eagle HP as 2d8 (10) + con modifier.
- Damage of Talons increases to 2d6 + DEX modifier.
If you take this feat one more time you gain the following benefits:
- Increase your eagle’s size from Medium to Large
- Reroll eagle HP as 4d10 (22) + con modifier.
- The eagle can now make attacks with its Beak.
- ***Beak.*** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d6 + DEX modifier damage.
- Eagle gains *Multiattack* - can make one attack with its beak and one with its talons.
- Damage of Talons increases by an additional 1d6
### Bird's Eye View
Your raptor's eyesight grows even sharper. Hawks, Falcons, Eagles, and Vultures can now make perception checks to pick out details at a distance of up to two miles during the day. Owls may now make perception checks at a distance of up to one mile at night.
### Bonded Instinct
You may now command your raptor as a Bonus Action instead of an Action.
### Broad-Winged (Hawk only)
Increase your Hawk's size from Tiny to Small. Reroll its HP with 1d6 (4) + CON.
### Carrion Call (Vulture only)
Your vulture has honed its instincts as a scavenger to better discern dangerous elements. Your raptor can now innately cast *Detect Poison and Disease*, requiring no material components, up to 3/day.
### Intimidating Screech (Hawk only)
Your raptor has developed a shrill screech to frighten its prey. It may now take an action to Screech. Any hostile beasts within 120 feet must make a DC 12 Wisdom Saving throw. On a failed save, they are frightened until the beginning of their next turn.
\pagebreakNum
### Learn Language
Time spent with your raptor has made it possible for you to teach your companion to understand (not speak) one language of your choice that you also know, making it possible for you to command your companion in that language.
You may take this feat multiple times, without limit, as long as you know new languages to teach your raptor.
### Mounted Flight (Large Only)
After your raptor has reached large size you have trained it to function as a mount. It may now carry you through the sky as long as you are Medium or smaller. While mounted, your raptor functions as a controllable mount, as long as you are the one riding it.
### Nimble Flight (Falcon Only)
Your falcon learns to fly at high speeds in combat and avoid attacks. It gains the ***flyby*** feature. With flyby, the falcon does not provoke opportunity attacks when it flies out of an enemy's reach.
### Predatory Disposition
You gain advantage on Intimidation checks made while your Raptor is with you.
### Sadistic Hunter (Vultures Only)
Vultures get advantage on attack rolls made against bloodied targets
### Sharpened Beak / Talons
Your raptor learns to use its natural weapons more effectively. Increase your raptor's damage by 1d6.
### Superior Predator
You have honed your raptors' natural instincts and trained it over the course of many hunts. Your raptors' HP increases to its max potential HP *(If HP was 3d10, then new HP = 30 + CON)*.
### Superior Speed (Falcon Only)
Your Falcon's fly speed increases to 120 feet.
### Survival of the Fittest
Your raptor's experience in combat, has made it a more agile predator - quicker to respond to threats and able to survive more difficult encounters. It gains proficiency with Dexterity Saving Throws, allowing you to add your proficiency bonus when rolling these saves for your raptor.
### Swoop Hunter (Eagle Only)
Your eagle may now make Grapple checks using Dexterity (Athletics) instead of Strength.
\columnbreak
### Sylvan Inheritance (Owl Only)
Your owl's affinity for you triggers an awakening of its sylvan blood. The first time you take this feat for your raptor gain the following benefits:
- Increase your owl’s size from Tiny to Small
- Reroll your owl's HP as 2d6 (or 7) + con modifier.
If you take this feat one more time you gain the following benefits:
- Increase your owl’s size from Small to Medium.
- Reroll your owl's HP as 3d8 (or 13) + con modifier.
- Damage of Talons increases to 1d6 + DEX modifier.
If you take this feat again, you gain the following benefits for your owl:
- Increase your owl’s size from Medium to Large
- Reroll your owl's HP as 3d10 (16) + con modifier.
- Damage of Talons increases to 2d6 + DEX modifier.
- Increase your owl's natural AC to 12
### Weighted Flight (Large Only)
*Prerequisite: Mounted Flight*
Your raptor learns to support greater weight, while in flight, allowing it to wear a form of light or medium barding to afford it protection from the world’s many dangers.
Barding is armor designed to protect an animal’s head, neck, chest, and body. Raptor companions can use Light Armor from the Armor Table in the PHB (page 136) as barding at no penalty or Medium Armor at a movement penalty of 20 feet. Barding costs as much as the equivalent armor for humanoids, due to its exotic nature, but weighs half as much.
\pagebreakNum
# Conclusion
Thank you for taking the time to read through this supplement. I hope you’ll find pieces of it you can use for your game and enjoy having a raptor companion or awesome mount for your character.
If you have any feedback, or if you end up using this ruleset in your game, please let me know! I’d love to hear about your characters and their raptor companions.
You can find me on Twitter ***[@JeremyMelloul](https://twitter.com/JeremyMelloul "title")*** or on ***[YouTube](https://www.youtube.com/user/ImaginaryJeremy "title")*** where I make videos about my writing projects, roleplaying games, and other nerdy things. I'd love to hear what you thought of this supplement.
*'An Eagle for an Emperor, a Gyrfalcon for a King:
a Peregrine for a Prince, & a Saker for a Knight,
a Merlin for a lady, a Goshawk for a Yeoman,
a Sparrowhawk for a Priest, & a Kestrel for a Knave.'*
From *Book of Saint Albans* (1486)
\pagebreakNum
# Appendix A: Raptor Stat Blocks
___
> ## Falcon
>*Tiny beast, unaligned*
> ___
> - **Armor Class** 14
> - **Hit Points** 1 (1d4-2)
> - **Speed** 10ft., fly 60ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|5 (-3)|18 (+4)|6 (-2)|2 (-4)|14 (+2)|2 (-4)|
>___
> - **Skills** Perception +4
> - **Senses** Passive Perception 14
> - **Languages** -
> - **Challenge** 0 (10 XP)
> ___
> ***Keen Sight.*** The Falcon has advantage on Wisdom (Perception) checks that rely on sight.
>
> ***Quick Learner.*** Falcons are easier raptors to train. Training DC is 14 (instead of 16).
> ### Actions
> ***Beak.*** Melee Weapon Attack. +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage
---
> ## Hawk
>*Tiny beast, unaligned*
> ___
> - **Armor Class** 13
> - **Hit Points** 1 (1d4-1)
> - **Speed** 10ft., fly 60ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|5 (-3)|16 (+3)|8 (-1)|2 (-4)|14 (+2)|2 (-4)|
>___
> - **Skills** Perception +4
> - **Senses** Passive Perception 14
> - **Languages** -
> - **Challenge** 0 (10 XP)
> ___
> ***Keen Sight.*** The Hawk has advantage on Wisdom (Perception) checks that rely on sight.
>
> ***Quick Learner.*** Hawks are easier raptors to train. Training DC is 14 (instead of 16).
> ### Actions
> ***Talons.*** Melee Weapon Attack. +5 to hit, reach 5 ft., one target. Hit: 1 slashing damage
---
> ## Eagle
>*Small beast, unaligned*
> ___
> - **Armor Class** 12
> - **Hit Points** 3 (1d6)
> - **Speed** 10ft., fly 60ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|6 (-2)|15 (+2)|10 (+0)|2 (-4)|14 (+2)|7 (-2)|
>___
> - **Skills** Perception +4
> - **Senses** Passive Perception 14
> - **Languages** -
> - **Challenge** 0 (10 XP)
> ___
> ***Keen Sight.*** The Eagle has advantage on Wisdom (Perception) checks that rely on sight.
> ### Actions
> ***Talons.*** Melee Weapon Attack. +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 +2) slashing damage
---
> ## Owl
>*Tiny beast, unaligned*
> ___
> - **Armor Class** 11
> - **Hit Points** 1 (1d4-1)
> - **Speed** 5ft., fly 60ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|3 (-4)|13 (+1)|8 (-1)|2 (-4)|12 (+1)|7 (-2)|
>___
> - **Skills** Perception +3, Stealth +3
> - **Senses** Darkvision 120 Ft., Passive Perception 13
> - **Languages** -
> - **Challenge** 0 (10 XP)
> ___
> ***Flyby.*** The owl doesn't provoke opportunity attacs when it flies out of an enemy's reach.
>
> ***Keen Hearing & Sight.*** The Owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
>
> ### Actions
> ***Talons.*** Melee Weapon Attack. +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage
\pagebreakNum
---
> ## Vulture
>*Medium beast, unaligned*
> ___
> - **Armor Class** 10
> - **Hit Points** 5 (1d8+1)
> - **Speed** 10ft., fly 60ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|7 (-2)|10 (+0)|13 (+1)|2 (-4)|12 (+1)|4 (-3)|
>___
> - **Skills** Perception +3
> - **Senses** Passive Perception 13
> - **Languages** -
> - **Challenge** 0 (10 XP)
> ___
> ***Keen Sight & Smell.*** The Vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.
>
> ***Pack Tactics.*** The vulture has advantage on an atack 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
> ***Beak.*** Melee Weapon Attack. +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage
---
> ## Raven
>*Tiny beast, unaligned*
> ___
> - **Armor Class** 12
> - **Hit Points** 1 (1d4-1)
> - **Speed** 10ft., fly 50ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|2 (-4)|14 (+2)|8 (-1)|2 (-4)|12 (+1)|6 (-4)|
>___
> - **Skills** Perception +3
> - **Senses** Passive Perception 13
> - **Languages** -
> - **Challenge** 0 (10 XP)
> ___
> ***Mimicry.*** The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.
>
> ### Actions
> ***Beak.*** Melee Weapon Attack. +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage
---
> ## Bat
>*Tiny beast, unaligned*
> ___
> - **Armor Class** 12
> - **Hit Points** 1 (1d4-1)
> - **Speed** 5ft., fly 30ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|2 (-4)|15 (+2)|8 (-1)|2 (-4)|12 (+1)|4 (-3)|
>___
> - **Senses** Blindsight 60 Ft., passive Perception 11
> - **Languages** -
> - **Challenge** 0 (10 XP)
> ___
> ***Echolocation.*** The bat can't use its blindsight while deafened.
>
> ***Keen Hearing.*** The bat has advantage on Wisdom (Perception) checks that rely on hearing.
> ### Actions
> ***Bite.*** Melee Weapon Attack. +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage
___
> ## Parrot
>*Tiny beast, unaligned*
> ___
> - **Armor Class** 12
> - **Hit Points** 1 (1d4-1)
> - **Speed** 5ft., fly 30ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|2 (-4)|14 (+2)|8 (-1)|6 (-2)|12 (+1)|8 (-1)|
>___
> - **Senses** passive Perception 11
> - **Languages** -
> - **Challenge** 0 (10 XP)
> ___
> ***Mimicry.*** The parrot can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.
>
> ### Actions
> ***Bite.*** Melee Weapon Attack. +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage
\pagebreakNum
# Appendix B: Falconer Enemies
### Beastmaster Adversaries
The following enemies are all falconers. Some train their companions as scouts, while others tame them and encourage their growth to eventually serve as mounts.
These adversaries should allow you to flesh out your world further and confront your players with difficult challenges who use their raptor companions to great effect.
Most of these can be paired with any raptor of your choice, except for the Eagle Rider (for obvious reasons). The stat blocks listed below only govern the falconer. You can use the stat blocks in **Appendix A** for the stats of their raptor companions and assume that the masters have trained their companions to whatever level your encounter repquires.
In general, the raptors take their actions on the same turn as their master and may be commanded by the enemies listed below as a bonus action.
___
> ## Falconer Scout
>*Medium humanoid (any race), any alignment*
> ___
> - **Armor Class** 13 (leather armor)
> - **Hit Points** 17 (3d8+4)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|11 (+0)|16 (+3)|14 (+2)|11 (+0)|14 (+2)|11 (+0)|
>___
> - **Skills** Animal Handling +6, Nature +4, Perception +6, Stealth +5, Survival +4
> - **Senses** passive Perception 16
> - **Languages** any one language (usually Common)
> - **Challenge** 1 (200 XP)
> ___
>
> ***Keen Hearing and Sight.*** The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.
> ### Actions
> ***Multiattack.*** The scout makes two melee attacks or two ranged attacks.
>
> ***Dagger.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d4 + 3) piercing damage.
>
> ***Longbow.*** *Ranged Weapon Attack:* +4 to hit, ranged 150/600 ft., one target. *Hit:* 7 (1d8 + 3) piercing damage.
**Falconer Scouts** are expert trackers, hunters, and seekers most commonly employed for forward reconnaissance. They are set apart from typical scouts by the time they have invested in training their raptor companion, which allows them to charge a higher fee for their services and hunt bigger game.
___
> ## Mercenary Elite
>*Medium humanoid (any race), any non-lawful alignment*
> ___
> - **Armor Class** 15 (studded leather)
> - **Hit Points** 65 (10d8 + 20)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|16 (+3)|14 (+2)|14 (+2)|12 (+1)|12 (+1)|14 (+2)|
>___
> - **Skills** Intimidation +4, Athletics +5
> - **Senses** passive Perception 11
> - **Languages** Common, any one other language
> - **Challenge** 3 (700 XP)
> ___
> ***Pack Tactics.*** The elite has advantage on an attack roll against a creature if at least one of the elite's allies (including its raptor companion) is within 5 feet of the creature and the ally isn't incapacitated.
>
> ### Actions
> ***Multiattack.*** The elite makes three melee attacks or two ranged attacks.
>
> ***Longsword.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one
target. *Hit:* 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3)
slashing damage if used with two hands.
>
> ***Javelin.*** +5 to hit, reach 5 ft. or range 30/120 ft., one creature. *Hit:* 6 (1d6 + 3) piercing damage in melee, or at range.
>
> ### Reactions
> ***Parry.*** The elite adds 2 to its AC against one melee attack
that would hit it. To do so, the elite must see the attacker
and be wielding a melee weapon.
**Mercenary Elites** have honed themselves over many battles, using their trained raptors to gain an advantage over their foes, catching enemies waiting in ambush. They know how to work with their fellow fighters and are driven by whatever contract they take.
\pagebreakNum
___
> ## Night Stalker
>*Medium humanoid (any race), any alignment*
> ___
> - **Armor Class** 18
> - **Hit Points** 78 (12d8 + 24)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|14 (+2)|20 (+5)|14 (+2)|14 (+2)|16 (+3)|12 (+1)|
>___
> - **Saving Throws** Con +5, Dex +8
> - **Skills** Acrobatics +8, Nature +6, Perception +6, Stealth +8
> - **Senses** passive Perception 16
> - **Languages** any one language
> - **Challenge** 5 (1,800 XP)
> ___
> ***Shadow Stealth.*** While in dim light or darkness, the night stalker can take the Hide action as a bonus action.
>
> ***Sneak Attack (1/Turn).*** The night stalker deals an extra 14 (4d6)
damage when it hits a target with a weapon attack and has
advantage on the attack roll, or when the target is within 5
feet of an ally of the assassin that isn't incapacitated and the
night stalker doesn't have disadvantage on the attack roll.
>
> ***Unarmored Defense.*** While the night stalker is wearing no armor and wielding no shield, its Wisdom modifier is added to its AC.
>
> ### Actions
> ***Multiattack.*** The Night Stalker makes 2 melee or ranged weapon attacks.
>
> ***Longbow.*** *Ranged Weapon Attack:* +4 to hit, ranged
150f600 ft., one target. *Hit:* 12 (1d8 + 5) piercing damage.
>
> ***Shortsword.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one
target. *Hit:* 8 (1d6 + 5) piercing damage.
**Night Stalkers** are most comfortable prowling through dark wilderness. They work as trackers and assassins, hired for their ability to remain undetected until it is too late for their target to retaliate. Night Stalkers use their raptors, often owls, for increased awareness of their surroundings and to distract their prey and cover their inevitable approach. Silent, patient, and most of all deadly, the worst thing about having a Night Stalker on your tail is that you might never even know they were there.
___
> ## Eagle Rider
>*Size, Alignment*
> ___
> - **Armor Class** 18 (plate)
> - **Hit Points** 190 (20d10 + 80)
> - **Speed** 30 ft. (80 ft. while mounted)
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|16 (+3)|12 (+1)|18 (+4)|11 (+0)|16 (+3)|15 (+2)|
>___
> - **Saving Throws** Con +7, Dex +4, Wis +6
> - **Skills** Athletics +6, Animal Handling +6, Intimidation +5, Perception +6
> - **Condition Immunities** frightened
> - **Senses** passive Perception 16
> - **Languages** any one language
> - **Challenge** CR 8 (3,900 XP)
> ___
> ***Skilled Rider.*** Attack rolls made against the eagle rider's mount have disadvantage.
>
> ***Evasion (mounted).*** While mounted, If the eagle rider is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the eagle rider instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
>
> ### Actions
> ***Multiattack.*** The eagle rider makes three lance attacks or two heavy crossbow attacks (the eagle rider ignores the loading quality).
>
> ***Lance.*** *Melee Weapon Attack:* +6 to hit, Reach 10ft., one target. *Hit* 9 (1d12 + 3) piercing damage.
>
> ***Heavy Crossbow.*** *Ranged Weapon Attack:* +X to hit, range 100/400 ft., one target. *Hit* 6 (1d10 + 1) piercing damage.
>
**Eagle Riders** are fearsome opponents, sailing through the skies on the backs of giant eagles, riding the wind down to charge at their foes, dextrously avoiding attacks along the way. The bond they form with their eagle companions are tight, almost instinctual, and these warriors often serve as the highest tier of soldiers in military organizations, or form their own orders of knights.
*Eagle riders may treat their mounts as either controlled or independent mounts and are governed by the Mounted Combat rules in the Player Handbook (page 198).*
\pagebreakNum
___
> ## Scourge Herald
>*Medium humanoid, any alignment*
> ___
> - **Armor Class** 12 (16 with *barkskin*)
> - **Hit Points** 135 (18d8 + 54)
> - **Speed** 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|10 (+0)|14 (+2)|17 (+3)|15 (+2)|20 (+5)|16 (+3)|
>___
> - **Saving Throws** Con +7, Int +6, Wis +9
> - **Skills** History +6, Insight +9, Intimidation +7, Nature +9, Survival +9
> - **Damage Resistances** necrotic
> - **Damage Immunities** acid, poison, necrotic
> - **Condition Immunities** poisoned
> - **Senses** passive Perception X, blindsight 30 ft.
> - **Languages** any six languages
> - **Challenge** 12 (8,400 XP)
> ___
>
> ***Magic Resistance.*** The scourge herald has advantage on saving
throws against spells and other magical effects.
>
> ***Morbid Weapons.*** The scourge herald's weapon attacks are magical. When the priest hits a creature with a melee weapon attack, it deals an additional 9 (2d8) necrotic damage.
>
> ***Spellcasting.*** The scourge herald is a 12th level spellcaster Its spellcasting ability is Wisdom (spell save DC 17, +9 to
hit with spell attacks). The scourge herald has the following spells prepared:
>
> Cantrips (at will): *absorb elements*, *acid splash*, *druidcraft*, *poison spray*
>
> 1st level (4 slots): *hex*, *inflict wounds*, *ray of sickness*
>
> 2nd level (3 slots): *acid arrow*, *animal messenger*, *barkskin**, *ray of enfeeblement*
>
> 3rd level (3 slots): *bestow curse*, *gaseous form*, *vampiric touch*
>
> 4th level (3 slots): *blight*, *giant insect*, *vitriolic sphere*
>
> 5th level (2 slots): *cloudkill*, *insect plague*
>
> 6th level (1 slots): *circle of death*, *forbiddance*
>
> **The scourge herald casts this spell on itself before combat.*
> ### Actions
>
> ***Dagger.*** *Melee Weapon Attack:* Attack Bonus to hit, Reach 5ft. or range 20/60 ft., one target. *Hit* Damage (1d4 + 2) piercing damage.
**Scourge Heralds** appear as omens of a coming plague. They gain their power either from the turning of the weave, nature's natural cycle, or the divine will of deities governing disease, rot, or even time itself.
They are often accompanied by a living vulture, crow, or other raptor companion that acts as their familiar - a sign of their connection to the natural world.
Despite the death and disease that they bring and encourage to fester, they are not all evil - some simply serve the natural order of things, or can turn their power against factions (whether evil or good) that may threaten the balance.
They typically will not engage any foes who do not interfere with their efforts, but when provoked make for terrifying enemies who can often call on the services of creatures that respond to their authority, or have been corrupted by the Scourge Herald's power.