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.
Alert. Aperaven howlers have advantage on Wisdom (Perception) checks that involve sight or hearing. If a howler sees a creature approaching that it is unfamiliar with, it will let out several deep, gravely caws and hoots to notify its horde. Creatures within 300 feet of the howler can all hear this cry (unless they have been deafened). Aperavens that hear the cry will immediately join on the howler as quickly as they can.
Multiattack. The aperaven howler makes two fist attacks.
Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 4) bludgeoning 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.
Previous Versions
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