Birdidon Daggerheart Conversion
From void and shadow
The ground trembled
The trees shook
The oceans raged
Even the sun dimmed in fear
The nameless melody played on
bringing the world to its knees
Then It arose
The source of the wretched song
It rose, as all others bowed
Low"
Introduction to "Songs of the Birdidon, Vol. 1"
-–
What started as a sleepy toddler’s request has now ascended into a legendary threat for your tabletop adventures!
Years ago, while putting one of my kids to bed, they half-sleepily murmured, “Sing it low, daddy. Like a birdidon.” It became a long-running family joke that took flight as a high-level D&D monster, which you can find in my original D&D Beyond homebrew.
Now, using the Daggerheart System Reference Document, I have converted this terror into a Tier 4 Solo Adversary. This conversion uses Daggerheart’s narrative-first mechanics, featuring a specialized stat block and a custom Environment designed to challenge even the most legendary parties.
Beware the long song. It is…low.
BIRDIDON
Tier 4 Solo: A colossal, multi-headed avian monstrosity whose wings stir hurricanes and whose many beaks tear through the toughest armor.
Motives & Tactics: Divide the party with wind, isolate targets from the sky, and unleash a flurry of beak attacks.
Difficulty: 20
Thresholds: Major 35 / Severe 55
Hit Points: 12
Stress: 6
Attack Modifier: +10
Standard Attack: Multi-Beak Flurry (Melee) | 4d12+15 physical damage
Experience: Hunt from Above +5, Keen Senses +3
FEATURES
Relentless (3): The Birdidon can be spotlighted up to three times per GM turn.
Colossal Wings: (Passive) While flying, the Birdidon gains a +3 bonus to its Difficulty. It can move up to Far range as part of any action.
Armor-Rending Beaks: (Passive) When a target marks HP from the Birdidon’s standard attack, they must also mark an Armor Slot without receiving its benefits.
Sky-Shattering Screech: (Action) Mark a Stress to cause all PCs within Far range to make a Presence Reaction Roll (Difficulty 18). Targets who fail lose 2 Hope and become Vulnerable until their next action.
Hurricane Buffet: (Action) Spend a Fear to beat its wings. All targets within Close range must succeed on a Strength Reaction Roll (Difficulty 20) or be knocked back to Far range and take 2d10+10 physical damage.
Momentum: (Reaction) When the Birdidon makes a successful attack against a PC, the GM gains a Fear.
LAIR OF THE BIRDIDON
Tier 4 Environment (Traversal/Event) A high-altitude mountain peak or floating island perpetually besieged by gale-force winds and falling debris.
- Impulses: Cast the unready into the clouds, isolate allies, and exhaust the party’s stamina.
- Difficulty: 20
FEATURES
Gale-Force Winds: (Passive) Any PC attempting to move farther than Close range must succeed on an Agility or Strength Roll (Difficulty 20) or be pushed back to their starting position and mark a Stress.
Unstable Cliffs: (Action) Spend a Fear to cause a section of the lair to crumble. All PCs in the area must succeed on an Agility Reaction Roll or fall, taking 1d100+15 physical damage (or death at GM discretion) unless saved by an ally’s immediate action.
Buffeting Downdraft: (Reaction) When a PC rolls a Failure with Fear, they are caught in a sudden wind pocket. They become Restrained and must mark 1d4 Stress as they struggle to stay on the mountain.
Avian Reinforcements: (Action) Spend a Fear to summon 1d6 Tier 2 Skulks (such as Giant Eagles) that appear at Far range to distract the party.
Thin Air: (Reaction) Countdown (6). Activate when the battle begins. It ticks down whenever a PC rolls with Fear. When it triggers, all PCs must succeed on a Strength Reaction Roll or have their highest trait temporarily reduced by 1 until they leave the lair.
FEATURE QUESTIONS
What happens to those who are blown off the ledge—is there a lower plateau, or is it a mile-long drop?
What ancient trophies from previous “god-hunters” are nested within the debris of this lair?