Legendary Resistance (3/Day). If the Corvanryr fails a saving throw it can choose to succeed instead.
Keen Hunter. The Corvanryr has advantage on Wisdom (perception) checks and Wisdom (survival) checks.
Magic Resistance. The Corvanryr has advantage against spells and other magical effects.
Awareness. The Corvanryr can make a Wisdom (perception) check on it's turn as a bonus action.
Innate Spellcasting. The Corvanryr's innate spellcasting ability is Intelligence. It can innately cast the following spells, requiring no components:
At will: darkness
Multiattack. The Corvanryr makes makes one bite attack and two claw attacks or two claw attacks and uses blight howl.
Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) piercing damage. The Corvanryr may choose to grapple a bitten creature (escape DC 23). A grappled creature is considered restrained.
Claws. Melee Weapon Attack: +15 to hit, reach 5ft., one target. Hit: 17 (2d8 + 8) slashing damage. The target must succeed on a DC 19 constitution saving throw, on a failure the target is afflicted with a disease, causing them to only move at half their movement. This disease lasts for 1 minute or until cured.
Blight Howl. Each creature within 120 ft. that can hear the Corvanryr must make a DC 21 Wisdom saving throw. On a failure a creature is frightened for 1 minute. Creatures who are considered frightened in this way are also stunned until the start of their turn. A creature may repeat the saving throw at the end of each of their turns to attempt and resist the effect. If a creature succeeds on their saving throw, or the effect ends, they are immune Blight Howl for the next 24 hours. The Corvanryr can also see living creatures within 120 ft. of it through non-magical barriers while they are afflicted by it's Blight Howl.
Mortal Ray (Recharge 6). The Corvanryr exhales a ray of black necrotic energy that is 60 ft. long and 5 ft. wide. A creature caught in the path must make a DC 21 Dexterity saving throw. On a success a creature takes half damage, on a failure a creature takes 83 (15d10) necrotic damage and their hit point maximum is reduced by half the damage done, additionally a creature cannot heal hit points until the end of their next turn. A creature's hit point maximum can be restored through a greater restoration spell or after taking a long rest. If this damage reduces a creature to 0 hit points, they die.
The Corvanryr 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 Corvanryr regains spent legendary actions at the start of it's turn.
Multiattack. The Corvanryr chooses one of it's two multiattack options.
Feed. The Corvanryr devours the corpse of one creature within 5 ft. of it. It then heals an amount of hit points equal to half that creature's maximum hit points at the start of it's next turn.
Hunter's Snatch (Costs 2 Actions). The Corvanryr Dashes at a creature that is at least 20 ft. away but is within 60 ft. of it. The creature must succeed on a DC 21 Dexterity Saving throw or take 18 (4d8) bludgeoning damage and be grappled by the Corvanryr.
Wing Flurry (Costs 3 Actions). The Corvanryr flaps it's wings creating a powerful gust and shooting off a number of obsidian feathers. All creatures in a 60 ft. cone in front of the Corvanryr must make a DC 19 Dexterity saving throw or take 11 (2d10) piercing damage and 11 (2d10) bludgeoning damage and be knocked prone. On a successful save a creature takes half damage. The Corvanryr can then fly 30 ft. in any direction.
Description
Silent, ghostly, precise, humongous. These are just a few things which describe the dreaded Corvanryr. An abyssal monstrosity born of labyrinthian mind of the prince of savagery Baphomet, the Corvanryr is both a threat to the natural order, and civilization.
A quadrupedal beast, standing nearly 15 feet tall, and almost 30 feet in length from tail to beak, the Corvanryr combines the qualities of a massive dire wolf and the common raven. In place of a snout lies an onyx black beak sharpened like the finest blade. Four gigantic raven wings, one pair just smaller than the first, adorned with black feathers that are said to be made of sheer obsidian glass. The Corvanryr sports the front and hind legs of a great dire wolf, sharpened feathers peppered throughout it's midnight coat of fur. In legend this beast has found it's place as a hunter that watches from high peaks and strikes at the greatest cities. The bards who tell these tales however will also claim that the most frightening aspect of the creature, is that you'll never hear it coming. Not until it's virulent howl fills your mind and by then, it's already too late.
Lair and Lair Actions
A Corvanryr excels at adapting to nearly any environment, so long as it has skies to fly in and plenty of prey to hunt without competition from creatures which can match it in power. A Corvanryr will stalk and destroy any such competition, even other Corvanryr. Regardless of environment Corvanryr attempt to lair in caverns on high perches, if a cavern on a height cannot be found, then it prefers a height or peak above all else, enjoying the ability to overlook the vast lands around it's lair, It's abyssal instincts ever pointing it towards populated trade routes and weaker humanoid settlements.
Lair Actions
On initiative count 20 (losing initiative ties), the Corvanryr takes a lair action to cause one of the following effects; the Corvanryr can’t use the same effect two rounds in a row:
- The Corvanryr's necrotic essence seeps from every corner of it's lair, all creatures who are standing on the lair's ground or are within 15 ft. of the lair's walls must make a DC 19 constitution saving throw. On a success the effect is resisted, on a failure a creature cannot heal or receive temporary hit points until the start of their next turn, temporary hit points they have are nullified.
- The Corvanryr shifts the obsidian shards it has molted in it's lair, all creature's standing in a 40 ft. cube the Corvanryr chooses must make a DC 19 dexterity saving throw or take 13 (2d12) piercing damage.
- All creature's who can hear must make a DC 19 wisdom saving throw, on a failure the creature hears loud, almost ear piercing, cawing of crows and or howling of wolves. Affected creatures can make a save to resist the effect at the end of each of their turns, if they continue to fail the effect gets worse. Starting with only the noise, on their next turn the creature takes disadvantage on attack rolls, and on their third turn the effect maxes out, leaving a creature deaf and blind. A creature can still repeat the saving throw at the end of their turn even after being rendered deaf and blind.
Regional Effects
The region containing a Corvanryr’s lair is altered by it's necrotic and abyssal energy. The Corvanryr may also make adjustments to the surrounding region which can effect it in some of the following ways.
- Populations of Crows are noticeably increased within 5 miles of the lair. These populations also seem to swarm and scatter much more often, especially when creatures draw near them.
- A constant dark and impervious cloud cover looms over the land day and night within 5 miles of the lair.
- Within 1 mile of the lair, the trees seem to wilt and meld with shrubbery in certain places, creating large bunches of plant matter, large enough to fit and obscure huge and smaller creatures.
- Nights are noticeably darker within 5 miles of the lair, non-magical light cannot extend more than a foot out from it's origin point.
- The sound of a lone howl and a dark shadow flying quickly overhead are common within 1 mile of the lair.
- The rocks within 1 mile of the lair are much more treacherous, taking on a jagged, sporadic, sharp and almost obsidian like appearance and texture.
If the Corvanryr dies, these effects fade over the course of 1d4 days.
Comments