Credit to MandyMod.
Legendary Resistance (3/Day). If the wereraven precursor
fails a saving throw, it can choose to succeed instead.
Beget Darkness. The wereraven precursor knows the
Darkness spell and can cast it at will and without
material components. This spell is not a concentration
spell for it.
Light Sensitivity. The wereraven precursor has
disadvantage on any attack roll or saving throw while in
bright light or sunlight.
Dissonant Mimicry. The wereraven precursor constantly
mutters to itself, mimicking the cries of wounded
villagers, screaming children, and dying animals. Any
creature within magical darkness that can hear the
wereraven precursor, but not see it must make a DC 16
Intelligence saving throw at the start of their turn or
take 2d6 psychic damage or no damage on a successful
save.
The Weight of Corruption. The wereraven precursor's
wings and feathers are rotted and unkempt, making it
appear undead or diseased. The weight of this
corruption hinders its ability to fly reliably and it cannot
maintain flight for more than 3 turns at a time.
Multiattack. The wereraven precursor makes two claws
attacks.
Claws. Melee Weapon Attack: +9 to hit, Reach 5 ft., one
target. Hit Damage (1d8 + 4) slashing damage
Piercing Flyby. The wereraven precursor lunges forward,
turning itself into a living torpedo with a single flap of
its decrepit wings. The wereraven precursor moves in a
straight line up to its speed without provoking
opportunity attacks. This movement does not count
towards its movement on that turn. Any creature within
5 feet of the wereraven precursor at any point during
this movement takes 1d6 + 4 piercing damage and
must make a DC 16 Dexterity saving throw or be
knocked prone.
Feathered Kindred (1/Day). The wereraven precursor
calls 2d4 swarms of ravens to aid it in battle.
The wereraven precursor 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. Wereraven precursor regains spent
legendary actions at the start of their turn.
Move. The wereraven precursor moves up to its speed
without provoking opportunity attacks.
Claws. The wereraven precursor makes one claw attack.
Darkness (Costs 2 Actions). The wereraven precursor
casts the Darkness spell.
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Posted Jan 2, 2024Credit to u/MandyMod for statblock from their "Fleshing Out Curse of Strahd" series. Link to thread