Large beast, unaligned

Armor Class 13
Hit Points 59 (7d10 + 21)
Speed 40 ft., fly 60 ft.

16 (+3) 16 (+3) 16 (+3) 3 (–4) 12 (+1) 8 (–1)

Skills Perception +3
Senses passive Perception 13
Challenge 2 (450 XP)
Proficiency Bonus +2


  • Keen Smell. The saberwing has advantage on Wisdom (Perception) checks that rely on smell.
  • Pounce. If the saberwing moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be forced prone. If the target is prone, the saberwing can make one bite attack against it as a bonus action.


  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
  • Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.


A saberwing roams freely around the ranch and has a nest built high in a tree that stretches its leafy limbs over Strangler’s cabin. Strangler can’t take the saberwing with him into town, so she remains, patrolling and guarding the ranch. A saberwing savagely attacks anyone who isn’t with Strangler, though when he’s in residence she roars loudly to attract his attention before attacking so he can see who’s come “knocking.” Setting off any of the traps automatically alerts the saberwing, who hastens to investigate.

Setting DCs and Damage. Each trap should be deadly and difficult to escape. Set DCs and damage by referencing the below table or your favorite rulebook or supplement.

Section 15: Copyright Notice

Potbellied Kobold’s Guide to Villains & Lairs Copyright 2022 Jeff Stevens Games LLC. Author Jeff C. Stevens

This is not the complete section 15 entry - see the full license for this page