Large Monstrosity (Shapechanger), Neutral Evil
AC 15 Natural    Initiative +3 (13)
HP 187 (22d10 + 66)
Speed 30 ft., Fly 60 ft.
Mod Save
STR 14 +2 +6
DEX 16 +3 +10
CON 16 +3 +9
Mod Save
INT 14 +2 +8
WIS 14 +2 +8
CHA 18 +4 +12
Resistances Psychic
Immunities Charmed, Frightened
Senses Passive Perception 19
Languages Only languages it knew in uncursed life
CR 12 (XP 8,400; PB +4)
Traits

Innate Spellcasting. Can innately cast the following spells:

At will: minor illusion, disguise self

3/day: phantasmal force, invisibility

1/day: phantasmal killer

 

Illusionary Guile. Can cast major image without components. Its spellcasting ability is Charisma (spell save DC 15).

 

Nightbound. Cannot be seen in true daylight; it becomes invisible and incorporeal in bright sunlight and cannot act while daylight touches it

 
Carrion Sense. Can sense the presence of humanoid corpses within 1 mile.

Actions

Multiattack. Can make two attacks: one with its beak and one with its claws:

Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

 

Piercing Gaze. Can target one creature it can see within 30 feet. The target must succeed on a DC 15 Wisdom saving throw or be frightened and hear whispers urging them to harm loved ones. On the target’s turn, they must make a Wisdom save (DC 15) or be forced to use their action to make one attack against an ally.

Description

"All I could see were its eyes… white dots that pierced through the night air straight into my soul. I heard voices in my head that weren’t mine, compelling me to take my dagger and stab my daughter next to me. I almost listened…"

-from “Tales from the West,” by Bovist the Bard

When a soldier dies unhonorably (e.g., suicide before battle, execution for treason, etc.) or commits multiple atrocities during wartime (treason, genocide, etc.) there is a chance they become a Valravn, a terrible beast that preys on weak souls. The Valravn has the appearance of an 8 foot tall (while on all fours) emaciated raven with four legs (the front two are similar to a wolf's, but with feathers instead of fur. The back two legs are more corvid) and a pair of wings. A Valravn can walk on its hind legs and grab things with it's front legs (as they have opposable thumbs). Valravns are most known for their glowing white eyes that pierce through the night (Valravns only appear at night and have never been seen in daylight), they are less eye-shaped and more like two very small dots. A Valravn may turn back to their original form for a day if they devour the heart of a child of 12 years or less, but they cannot take the heart by force and must resort to trickery or manipulation. This prompted many Valravns to learn magic such as illusion and conjuration. 

Lair and Lair Actions

Valravns are mostly found near battles/battlefields and forests thick enough to hide the sunlight

Regional Effects

The region containing a Valravns’ lair is infested, which creates the following effect:

  • Crows unnaturally congregate within a 6-mile radius of the Valravns’ lair. Their presence disrupts sleep, imposes disadvantage on Wisdom (Perception) checks relying on sound, and causes unease in animals, which refuse to enter the area.

If the Valravn dies, these effects fade over the course of 1 day.

Monster Tags: Shapechangermonstrosity

Habitat: CoastalForestGrasslandHillMountainUrban

BirdlikeBrewer

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