Flyby. The raven doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Mimicry. The raven 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 11 Wisdom (Insight) check.
Observant Familiar. When bound as a familiar, the raven's master has advantage on initiative checks while it's within 10 feet.
Avid Collector. When this creature is bound to a master, whether as a familiar or companion, once per week it has a 30% chance of finding a random trinket (roll on the Trinket table on page 160 of the PHB), a gemstone worth 10 GP, or an art object worth 25 GP (roll on the gemstone or art objects tables on page 134 of the DMG). It also has a 1% chance of finding a magic item (roll on Magic Item Table A on page 144 of the DMG).
Wailing Caw Wright wails a dreadful cry. Every humanoid and giant(except his master) within 100 ft. of the crow that can hear the caw must succeed on a DC 12 Wisdom saving throw or be frightened until the cawing ends. The crow must take a Bonus Action on its subsequent turns to continue cawing. It can stop cawing at any time. The cawing ends if the crow is Incapacitated.
While frightened by the crow, a target ignores the cawing of other crows. A creature can repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it.
A target that successfully saves is immune to this crow's caw for the next 24 hours.
Beak. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
claw. Melee Weapon Attack: +11 to hit, reach 5ft., one creature. Hit: (1d4+11) slashing damage. The target must succeed on a dc 12 constitution saving throw or take an extra (1d6+9) necrotic damage.
Heart Sight. The raven touches a creature and magically knows the creature's emotional state if the target fails a DC 11 Charisma saving throw, the raven also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.
Forced Transfusion Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit :(1d4+11) piercing damage and 7 (3d4) necrotic damage.
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