Sun Vulture
Medium • Elemental • Neutral Evil
Armor Class 13
Hit Points 52 (7d8 + 21)
Speed 10 ft., fly 60 ft.
Initiative +0 (10)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 11 (+0) | 17 (+3) | 5 (-3) | 12 (+1) | 7 (-2) |
Damage Resistances fire
Damage Immunities poison, radiant
Condition Immunities blinded, exhaustion, paralyzed, petrified, poisoned, unconscious
Senses passive Perception 11
Languages Primordial (Auran)
CR 3 (XP 700; PB +2)

Blinding Illumination. The vulture sheds bright Light in a 30-foot radius and dim light for an additional 30 feet. Wisdom Saving Throw: DC 13, any blinded creature in a 30-foot emanation originating from the vulture that would end its blinded condition. Failure: The creature stays blinded until the end of its next turn.
Unusual Nature. The vulture doesn't require air, food, drink, or sleep.
ACTIONS
Gouge. Melee Weapon Attack: +5, reach 5 ft. Hit: 15 (2d10 + 3) piercing damage plus 7 (2d6) radiant damage. If this attack scores a critical hit, the target becomes blinded until the end of its next turn. If the target is already blinded, it becomes blinded for 24 hours or until cured by a lesser restoration spell.
Cone of Radiance (1/Day). Constitution Saving Throw: DC 13, each creature in a 30-foot cone. Failure: 10 (3d6) radiant damage and the target becomes blinded until the end of its next turn.
BONUS ACTIONS
Fading Light. Charisma Saving Throw: DC 13, one unconscious creature with 0 hit points. Failure: 10 (3d6) radiant damage, and the vulture gains temporary hit points equal to the damage dealt.
Sun Vulture
Medium • Elemental • Neutral Evil
Armor Class 12
Hit Points 26 (4d8 + 8)
Speed 10 ft., fly 60 ft.
Initiative -1 (9)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 10 (+0) | 15 (+2) | 5 (-3) | 10 (+0) | 7 (-2) |
Damage Resistances fire
Damage Immunities poison, radiant
Condition Immunities blinded, exhaustion, paralyzed, petrified, poisoned, unconscious
Senses passive Perception 10
Languages Primordial (Auran)
CR 1/2 (XP 100; PB +2)

Blinding Illumination. The vulture sheds bright Light in a 20-foot radius and dim light for an additional 20 feet. Wisdom Saving Throw: DC 12, any blinded creature in a 20-foot emanation originating from the vulture that would end its blinded condition. Failure: The creature stays blinded until the end of its next turn.
Unusual Nature. The vulture doesn't require air, food, drink, or sleep.
ACTIONS
Gouge. Melee Weapon Attack: +4, reach 5 ft. Hit: 5 (1d6 + 2) piercing damage plus 3 (1d6) radiant damage. If this attack scores a critical hit, the target becomes blinded until the end of its next turn. If the target is already blinded, it becomes blinded for 24 hours or until cured by a lesser restoration spell.
Cone of Radiance (1/Day). Constitution Saving Throw: DC 12, each creature in a 30-foot cone. Failure: The target becomes blinded until the end of its next turn.
BONUS ACTIONS
Fading Light (1/Day). Charisma Saving Throw: DC 12, one unconscious creature with 0 hit points. Failure: 5 (2d4) radiant damage, and the vulture gains temporary hit points equal to the damage dealt.
Sun Vulture
Medium • Elemental • Neutral Evil
Armor Class 14
Hit Points 93 (11d8 + 44)
Speed 10 ft., fly 60 ft.
Initiative +1 (11)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 13 (+1) | 19 (+4) | 5 (-3) | 14 (+2) | 7 (-2) |
Damage Resistances fire
Damage Immunities poison, radiant
Condition Immunities blinded, exhaustion, paralyzed, petrified, poisoned, unconscious
Senses passive Perception 12
Languages Primordial (Auran)
CR 6 (XP 2,300; PB +3)

Blinding Illumination. The vulture sheds bright Light in a 30-foot radius and dim light for an additional 30 feet. Wisdom Saving Throw: DC 15, any blinded creature in a 30-foot emanation originating from the vulture that would end its blinded condition. Failure: The creature stays blinded until the end of its next turn.
Unusual Nature. The vulture doesn't require air, food, drink, or sleep.
ACTIONS
Gouge. Melee Weapon Attack: +7, reach 5 ft. Hit: 20 (3d10 + 4) piercing damage plus 13 (3d8) radiant damage. If this attack scores a critical hit, the target becomes blinded until the end of its next turn. If the target is already blinded, it becomes blinded for 24 hours or until cured by a lesser restoration spell.
Cone of Radiance (2/Day). Constitution Saving Throw: DC 13, each creature in a 30-foot cone. Failure: 18 (4d8) radiant damage and the target becomes blinded until the end of its next turn.
BONUS ACTIONS
Fading Light. Charisma Saving Throw: DC 15, one unconscious creature with 0 hit points. Failure: 16 (3d10) radiant damage, and the vulture gains temporary hit points equal to the damage dealt.
QUICK REFERENCE
USING MONSTER VARIANTS
Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.
Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.
Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.
