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.

Legendary Actions

A Valravn can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The Valravn regains spent legendary actions at the start of its turn.

 

Paralyzing Shriek. Can let out a loud screech in a 20-foot cone, creatures (ally or enemy) inside the cone must make a DC 18 Consitution saving throw or be stunned for 1 minute.

 

Illusory Magic. Can cast one of the following spells:

  • Mental Prison
  • Mislead
  • Phantasmal Killer

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 dishonorably (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 an innocent creature of their original species (add 1d8 hours to this time if the heart is of a child 12 years old 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

A Valravn’s lair tends to be nearby a battlefield, where they can pick apart the corpses with no one watching. If there are no battlefields nearby, their lairs are found deep in forests, with dense enough trees to leave the area in darkness.

Regional Effects

The region containing a Valravn’s lair is afflicted with these effects:

  • Crows unnaturally congregate within a 4-mile radius of the Valravns’ lair, and attack any creature who enter within a 1-mile radius.
  • The Valravn’s presence disrupts train of thought, imposes disadvantage on Wisdom (Perception) checks, and causes unease in animals (which refuse to enter the area) within a 4-mile radius
  • Thick fog covers an area within a 4-mile radius, leaving the Valravn corporeal even in day.

If the Valravn dies, these effects fade over the course of 1d10 days.

Previous Versions

Name Date Modified Views Adds Version Actions
2/25/2026 8:12:51 PM
6
1
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Coming Soon

Monster Tags: Shapechangermonstrosity

Habitat: CoastalForestGrasslandHillMountain

BirdlikeBrewer

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