Keen Sight. The raven has advantage on Wisdom (Perception) checks that rely on sight.
Multiattack. The raven makes two attacks: one with its beak and one with its talons.
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 3) piercing damage.
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 3) slashing damage.
The beating of mighty wings (Recharge 5-6). The raven beats its wings and a line of strong wind 60 feet long and 30 feet wide blasts from it in a direction the raven is facing. Each creature that starts its turn in the line must succeed on a Strength saving throw of 14 or be pushed 15 feet away from the raven in a direction following the line and knocked prone.
Blood-chilling screech (Recharge 5-6). The raven screeches. Every enemy within 300 feet of the raven that can hear it must succeed on a DC 13 Wisdom saving throw or be frightened until the end of the raven's next turn or until the raven is incapacitated. A target that successfully saves is immune to the screech for the next 24 hours.
Description
A raven familiar that has been infused with powerful blood pact magic, causing it to grow to enormous size. Covered in black feathers with flecks of blood red plumage around it's eyes, beak, and on the tips of it's wings and tail feathers. It's beak looks as though it's been stained with deep red blood.
Blood Pact Raven are always founds in the service of powerful warlocks, acting as enforcers, messengers, and flying mounts.
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