Medium Monstrosity, Typically Lawful Evil
Armor Class 14
Hit Points 36 (5d8 + 10)
Speed 40 ft., Climb 30 ft.
STR
17 (+3)
DEX
18 (+4)
CON
16 (+3)
INT
7 (-2)
WIS
13 (+1)
CHA
6 (-2)
Skills Athletics +6, Perception +3
Senses Passive Perception 13
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Mimicry. The aperaven 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 14 Wisdom (Insight) check.

Aggressive. As a bonus action, the aperaven skirmisher can move up to its speed toward a hostile creature that it can see.

Actions

Multiattack. The aperaven makes two attacks with its dagger.

Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 4) piercing damage.

Rock. Ranged Weapon Attack: +6 to hit, range 25/50 ft., one target. Hit: 6 (1d6 + 4) bludgeoning damage.

 

Description

Aperavens are a masterful hybridization of mountain gorillas and common ravens. They are keen and clever, with all the added processing power that its apelike brain now provides, and all the muscle it needs to solve whatever problem comes its way. They are very social creatures, and are smart enough to pool knowledge for the betterment of their hordes. Longer-lived members are capable of fashioning crude tools and weapons for themselves. Those who receive recognition by the horde are made hordechief, and the horde follows their lead with zeal. They are wary of outsiders and fierce combatants, but they will not fight to the death in a losing battle. Aperavens are curious by nature-- but they aren't stupid. They will even turn their backs on a hordechief if they feel its actions could get the horde destroyed.

LightningBishop

Comments

Posts Quoted:
Reply
Clear All Quotes