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Wake of Corpse Vultures

Huge swarm of Medium undead, chaotic evil

Armor Class 12
Hit Points 68 (8d12 + 8)
Speed 10 ft., fly 60 ft.

9 (-1) 15 (+2) 15 (+2) 3 (-4) 9 (-1) 4 (-3)

Skills Perception +1
Damage Resistances bludgeoning, piercing, slashing
Damage Immunities necrotic, poison
Condition Immunities charmed, frightened, paralyzed, petrified, poisoned, prone, restrained, stunned
Senses passive Perception 11
Challenge 2 (450 XP)


  • Keen Sight and Smell. The wake has advantage on Wisdom (Perception) checks that rely on sight or smell.
  • Stench of Offal. Any creature that starts its turn within the wake of corpse vultures must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. If the creature fails its saving throw by 5 or more, its speed is also halved for 1 minute. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the wake’s Stench of Offal for the next 24 hours.
  • Wake of Corpse Vultures. The wake can occupy another creature’s space and vice versa, and the wake can move through any opening large enough for a medium corpse vulture. The wake can’t regain hit points or gain temporary hit points.


  • Vile Beaks. Melee Weapon Attack: +4 to hit, reach 5 ft., one target in the wake’s space. Hit: 11 (2d10) piercing damage plus 10 (4d4) necrotic damage, or 5 (1d10) piercing damage plus 5 (2d4) necrotic damage if the wake has half its hit points or fewer.
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