Shadow Form. Corvus Regina can move through a space as narrow as 1 inch wide without squeezing. Any creature that touches Corvus or hits it with a melee attack while within 5 feet of it takes (2d6) necrotic damage. In addition, the Corvus can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes (2d6) necrotic damage. With a touch, Corvus can also wither living objects that aren’t worn or carried (no action required).
Flyby. Corvus Regina doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Darkness. Corvus Regina casts a dark shadow in a 60-foot radius and dimer shadow for an additional 30 feet. The darkness extinguishes any nonmagical lights - and dispels any nonmagical lights of third level or lower.
Legendary Resistance (3/Day). If Corvus fails a saving throw, it can choose to succeed instead.
Siege Monster. Corvus Regina deals double damage to objects and structures.
Multiattack. Corvus Regina makes two attacks: one with its beak and one with its shadowy talons.
Beak. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: (3d6 + 8) necrotic damage. If the target is a creature or a living object, it is drained. Until a creature takes an action to dust off the necrotizing feathers, the target takes (2d6) necrotic damage at the start of each of its turns.
Deadly Talons. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (3d6 + 8) necrotic damage.
Corvus Regina can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Corvus Regina regains spent legendary actions at the start of its turn.
Peck (Costs 1 action). Corvus Regina makes one beak attack.
Move (Costs 1 action). Corvus Regina moves up to its speed.
Swoop (Costs 2 Actions). Corvus Regina moves up to its speed and attacks with its shadowy talons.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
Previous Versions
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12/18/2021 4:10:52 AM
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Coming Soon
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