| Mod | Save | ||
|---|---|---|---|
| STR | 6 | −2 | −2 |
| DEX | 14 | +2 | +6 |
| CON | 12 | +1 | +4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 5 | −3 | −4 |
| WIS | 12 | +1 | +4 |
| CHA | 6 | −2 | −2 |
Swarm. The swarm familiar can occupy the spell casters space.
Familiar. In combat, a familiar rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. When a familiar drops to 0 hit points, it disappears, leaving behind no physical form.
Mimicry. The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.
Beaks. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage, or 2 (1d4) Piercing damage if the swarm is Bloodied.
Cacophony (Recharge 6). Wisdom Saving Throw: DC 10, one creature in the swarm’s space. Failure: The target has the Deafened condition until the start of the swarm’s next turn. While Deafened, the target also has Disadvantage on ability checks and attack rolls.
Lair and Lair Actions
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.
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