Call of the Crow. Once per combat, once combat starts, the Crow-Father can call upon dark magics to summon 1d12 Murder of Crows who will spawn within 10 ft. of it and are under its control. The creature issues commands to the Crows either psychically or through gestures and grunts. During each of its turns, the creature can perform a DC 17 WIS check to roll 1d8 to summon Murder of Crows under it's control, who will spawn within 10 ft. of the creature.
The Raven's Culling. Once every round during the Crow-Fathers turn, it can target 2 creatures within 120 ft. and within line of sight: if one creature is willing and has more than 20 hp it will immediately die, and the other targetted creature will take damage equal to the first creatures hp when it died.
Dark Domain. Once per combat, at the start of combat and if the Crow-Father is still at full health, it can target up to 12 creatures within its line of sight and send them, and itself, to a Demi-plane where it gains the Lair action: Lurking in the Dark. The targeted creatures, if unwilling, must pass a DC 19 WIS check or be sent to the Demi-plane. Creatures in the Demi-plane can only leave if the creature that sent them there fails a DC 10 WIS check when it is damaged, or when it is killed.
The Cruel Crone Staff (5/day). The creature uses its staff to deal 8d8 Necrotic damage to up to 5 creatures within its line of sight and within 120 ft., who must pass a DC 12 CON check to take half damage. It costs 1 action to use this ability.
Talon Strike. Unarmed Attack: +4 to hit, reach 5 ft., 1 target. Hit: 24 (2d20 + 6) Slashing damage. This attack costs 1 action
Talon Flurry. Unarmed Attack: +3 to hit, reach 5 ft., 1 target. Hit: 44 (5d10 + 4) Slashing damage. This attack costs 2 Actions.
Downward Slam. Unarmed Attack: +6 to hit, reach 5 ft., 1 target. Hit: 26 (3d10 + 6) Bludgeoning damage. Any creature hit by this attack is knocked prone unless they pass a DC 12 STR check. Thus attack costs 1 action.
Black Crystal Scrying (3/day). Once per round, on the Crow-Fathers turn, it can scry the future, giving itself Advantage on every attack role it takes and receives and 1d20 temporary hitpoints. The Crow-Father may instead target a willing creature within 30 ft., that creature gains Advantage and gains 4 AC and 10 temporary hitpoints. This action can be taken again when this creature loses its temporary hitpoints.
Shadow Step (2/day). Once per round, when being targeted for a melee, ranged or spell attack, the Crow-Father can vanish and reappear up to 120 ft. away in a cell of its choice, and can roll 1d6 to summon that many Murder of Crows in the position that it vanished from. The summoned creatures follow the same rules as the creatures summoned by the Special Trait: Call of the Crow.
Mighty Reposte. Once per turn, when being targeted by a melee attack, the Crow-Father can use it's melee weapon to hit the attacking creature for 1d20 damage and push that creature 10 ft. away or knock them prone. If the creature succeeds a DC 16 STR check it will only take the damage and not be pushed 10 ft. away or be knocked prone, and the damage it takes will only apply after it attacks the Crow-Father.
Description
"I don't know what it was, but I know it was powerful, and that crows flew around us like a storm of darkness. And gods, the STENCH! When I awoke I was the only one left, from a company twenty-four strong..."
- Grear, last survivor of The Ironclads mercenary band.
The Crow-Father, a terrifying presence that instills fear in any who must face it. The creature resembles a large Kenku, yet it is undead. It has long, meaty arms and claws sharp enough to cut through bone. These strange undead anomalies were once normal Kenku but in death had a strange and ancient ritual performed upon them, turning them into dark malefic forces. The creature has an innate ability to summon and control crows that will aid it in combat.
The creature stands at a large 8 ft. tall, and resembles a large Kenku or Crow. The creatures eyes glow an unnatural blue and are forever unblinking, as if it scans constantly for threats. It emits an intense, deathly stench that would drive the most pure man crazy.
Lair and Lair Actions
The Demi-plane: The Ravening Void, where the Crow-Father is at its most powerful. Allowing all its subservient Murder of Crows to attack enemies from the shadows.
Lair Actions
At the start of combat and if the Crow-Father is at full health, the creature can activate the following effect every 4 rounds:
- Lurking in the Dark (2/day). The Crow-Father and up to 10 willing creatures of its choice within 90 ft., become invisible for 2 rounds. While invisible they can make a DC 17 stealth check to perform a surprise attack on an enemy creature within range of a melee attack. While invisible the creatures move normally and attack normally, but add 4 to their AC and 4 to their attack roles. Once this ability has been used twice all creatures are teleported out of The Ravening Void.
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