Encounters: The Great Gray Land of Thar - Wilderness
Blood Hawk (CR 1/2)
Small Magical Beast
Alignment: Always neutral
Initiative: +3 (Dex); Senses: darkvision 60 ft., low-light vision, Listen +2, and Spot +2*
AC: 16 (+1 size, +3 Dex, +2 natural), touch 14, flat-footed 13
Hit Dice: 1d10 (5 hp)
Fort +2, Ref +5, Will +1
Speed: 10 ft., fly 80 ft. (average)
Space: 5 ft./5 ft.
Base Attack +1; Grapple -2
Attack: Claw +5 melee
Full Attack: 2 claws +5 melee and bite +0 melee
Damage: Claw 1d3+1, bite 1d4
Special Attacks: Wounding
Climate/Terrain: Any forest, hill, plains, and mountains
Organization: Solitary or murder (3-12)
Treasure: 50%, goods (gems only)
Source: Fiend Folio
Wounding (Ex): A wound resulting from a blood hawk's claw or bite attack bleeds for an additional 1 point of damage per round thereafter. Multiple wounds from such attacks result in cumulative bleeding loss (two wounds for 2 points of damage per round, and so on). The bleeding can be stopped only by a Heal check (DC 15) or the application of any cure spell or other healing spell (heal, healing circle, or the like).
Skills: Blood hawks have a +8 racial bonus on Spot checks during daylight.
Blood hawks are nearly always encountered in large groups of hunting adults, although young adults are sometimes encountered alone if they left the murder into which they were born. They attack almost anything living until slain themselves; once under the influence of blood lust, a blood hawk does not flee. The birds prefer the taste of human flesh to all others and tend to single out humans if confronted with a racially diverse group.