Small Swarm of Tiny beasts, Unaligned
Armor Class 15
Hit Points 12 (2d6)
Speed 60 ft.
STR
7 (-2)
DEX
14 (+2)
CON
12 (+1)
INT
10 (+0)
WIS
13 (+1)
CHA
6 (-2)
Saving Throws DEX +8, CON +7
Skills Perception +25
Damage Resistances Acid
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened
Senses Blindsight Viral senses allow for near unbelievable awareness giving the creature 30 ft of blindsight, Darkvision Highly evolved eyes allow the creature to see in darker environments giving the creature 120 ft of darkvision, Passive Perception 17
Languages Abyssal Having a deep connection to the infection the creature knows abyssal innately , Common Common language is common knowledge and common sense... commonly Abyssal
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Clumsy Flight : The Carrion Crown cannot remain in the air for long and falls if it remains in flight at the end of its turn. Due to its semi-functional wings it does not take falling damage as long as it can flap its wings while falling

Harrier : After a creature that has been attacked by a Carrion Crow can't use reaction as long as it is uithin 5 ft. of it and has its speed reduced by 10 ft. until the end of the Cornon Crows next turn.

 

Actions

Peck : Melee weapon Attack: 4 to hit, reach 5 ft, one.target. Hit: + (1d4+6) piercing damage

Spike : Ranged weapon Attack: 4 to hit, reach 60 ft, one.target. Hit: + (1d8+6) piercing damage

Claws : Melee Weapon Attack: +14 to hit, reach 5 ft,, one target. Hit: 17 (3d6 + 7) slashing damage

Stinger : Ranged Weapon Attack: +8 to hit, reach 30ft. one target. Hit: 2d8 piercing damage, and the target must succeed on a DC 15 Constitution saving throw or take 4d8 poison damage and be poisoned for 1 hour.

Bonus Actions

Mutant Regeneration : The Carrion Crow regains 15 hit points at the start of its turn. If the crow takes fire damage, this trait doesn't function at the start of the it's next turn. The Carrion Crow dies only if it starts its turn with 0 hit points and doesn't regenerate.

Reactions

Evade : As a reaction Carrion Crow can bob, weave, and dodge through an attack to avoid taking damage. Carrion Crow must succeed on a DC 14 dex save to successfully preform this.

I smell magic : When a creature within 90 feet of the Carrion Crow casts a spell, the crow moves up to twice its speed toward the spellcaster, piercing anything in its path. All creatures in the crow's path must make a DC 18 Dexterity saving throw, taking 23 (3d10 +7) piercing damage on a failed: save, or halfas much on a successful one.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Among the crows that eat rotting carrion, there are those that favor human meat. Those bloa- ted, ugly monsters drag themselves between the corpses feasting on the once rich citizens of Yharnam. They are highly aggressive and are attracted by the smell of blood. They will attack humans if they get close, so that those that live will become carrion for them to eat.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Aligirl9087

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