Large Undead, Chaotic Evil
Armor Class 18 (natural armor)
Hit Points 168 (15d10 + 60)
Speed 30 ft., Fly 60 ft.
STR
18 (+4)
DEX
16 (+3)
CON
18 (+4)
INT
13 (+1)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws INT +5, WIS +6, CHA +7
Skills Deception +7, Insight +6
Damage Vulnerabilities Radiant
Damage Resistances Cold, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 120 ft., Passive Perception 12
Languages Common
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Mimicry. This creature can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.

Magic Resistance. This creature has advantage on saving throws against spells and other magical effects.

Shadow Stealth. While in dim light or darkness, the deep crow can take the Hide action as a bonus action.

Actions

Multiattack. The abomination makes three attacks: two with its claws and one with its sting.

Talons. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

Sting. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 17 (3d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Legendary Actions

The abomination can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The ancient deep crow regains spent legendary actions at the start of its turn.

Fly. The abomination can use it's full flying speed.

Shadow Caw (Costs 2 Actions). The creature releases an ear-splitting caw. Each creature within 60 feet of the crow and able to hear it must make a DC 15 Constitution saving throw. On a failure, a creature takes 10 (3d6) psychic damage.

Wing Attack (Costs 2 Actions). The crow abomination beats its wings. Each creature within 10 feet of the crow must succeed on a DC 17 Dexterity saving throw or take 12 (2d6 + 4) bludgeoning damage and be knocked prone. The crow can then fly up to half its flying speed.

Description

This abomination resembles a massive crow, with black, tattered feathers on gigantic wings. Interestingly it also has slender, black, humanoid arms ending in oversized talons. It's remorseless eyes are pupil-less white. It is the size of a Young Dragon.

As usual this abomination has an unusual feature.. It has a scorpions tail. This massive, imposing stinger looks particularly deadly.

Monster Tags: undead

H0gzilla

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