Huge Undead, Typically Lawful Neutral
AC 18 (shadow-hardened scales)    Initiative +7 (17)
HP 225 (18d12 + 108)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
Mod Save
STR 23 +6 +6
DEX 14 +2 +7
CON 23 +6 +11
Mod Save
INT 14 +2 +2
WIS 15 +2 +7
CHA 18 +4 +9
Skills Intimidation +9, Perception +12, Stealth +7
Resistances Cold, Necrotic
Immunities Poison; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 22
Languages Common, Draconic, Telepathy 120 ft.
CR 16 (XP 15,000; PB +5)
Traits

Legendary Resistance (3/Day). If the corvus draconis fails a saving throw, it can choose to succeed instead.

Raven Wings. Its massive wings resemble layered raven feathers made of shadow. While flying, dim light spreads in a 30-foot radius beneath it. Creatures in that area have disadvantage on Wisdom (Perception) checks.

Harvester of Memories. When a creature dies within 30 feet of the corvus draconis, spectral ravens tear fragments of memory from the corpse. The dragon gains 15 temporary hit points.

Aura of Ominous Fate. Creatures of the dragon’s choice within 20 feet have disadvantage on saving throws against fear.

Actions

Multiattack. The corvus draconis makes three attacks: one Beak and two Claw attacks.

Beak. Melee Weapon Attack: +11 to hit, reach 10 ft. Hit: 17 (2d10 + 6) piercing damage plus 10 (3d6) necrotic damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft. Hit: 13 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft. Hit: 15 (2d8 + 6) bludgeoning damage.

Spectral Breath (Recharge 5–6).  The corvus draconis exhales a storm of shadowy ravens in a 60-foot cone. Creatures in the area must make a DC 19 Constitution saving throw. Failure: 63 (14d8) necrotic damage and the creature is Frightened until the end of its next turn. Success: Half damage and not frightened. Creatures reduced to 0 hit points by this breath disintegrate into a swarm of spectral ravens that fly toward the dragon. Healing it for 15 hp for each dead creature.

Legendary Actions

The Corvus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Corvus regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Wing Buffet. The dragon beats its raven wings. Creatures within 10 feet must succeed on a DC 19 Dexterity save or take 10 (2d6 + 3) bludgeoning damage and be knocked prone.

Raven Step (Costs 2 Actions). The dragon dissolves into a cloud of ravens and teleports up to 40 feet.

Memory Rend (Costs 2 Actions). One creature the dragon can see within 30 ft must make a DC 17 Wisdom save or take 13 (3d8) psychic damage and have disadvantage on its next attack roll.

Description

When a dragon dies in a place where the veil to the Shadowfell is thin, its spirit may be claimed by the Raven Queen.

Those judged worthy are reborn as Corvus Draconis, terrifying heralds of fate.

Their transformation reshapes them dramatically:

  • Wings become enormous raven-like feathered pinions

  • The dragon’s maw elongates into a bone-edged beak

  • Their scales darken to obsidian shadow

  • Swarms of ravens constantly gather around them

Corvus Draconis serve as:

Soul Collectors – hunting those who evade death
Battlefield Wardens – circling above wars to claim the fallen
Agents of Fate – destroying necromancers who steal souls

When one flies overhead, people say death has already chosen its victims.

Lair and Lair Actions

Corvus Draconis Lair

A Corvus Draconis makes its lair in places steeped in death and forgotten memories, such as:

  • Ruined cathedrals or necropolises

  • Shadowfell rifts above battlefields

  • Black stone towers where ravens gather in unnatural numbers

  • Forgotten grave-cities swallowed by mist

The lair is always filled with:

  • drifting black feathers

  • whispering ravens

  • dim violet necrotic light

  • cold, unnatural winds

Creatures often feel as though they are being watched by hundreds of unseen eyes.


Lair Actions

On initiative count 20 (losing initiative ties) the Corvus Draconis can take one lair action.

Murder of Shadows

A swirling cloud of spectral ravens erupts from the darkness at a point the dragon can see within 60 feet.

  • The swarm fills a 15-foot radius sphere.

  • Creatures inside must succeed on a DC 17 Dexterity save or take 13 (3d8) necrotic damage and be Blinded until the end of their next turn.


Grasping Memories

Ghostly fragments of the dead claw at a creature the dragon can see within 60 feet.

The target must make a DC 17 Wisdom saving throw.

  • Failure: The creature takes 18 (4d8) psychic damage and is Frightened of the dragon until the end of its next turn.

  • Success: Half damage and not frightened.


Raven Gate

A tear in shadow briefly opens.

The dragon teleports up to 60 feet to a space it can see. When it appears, spectral ravens explode outward, forcing creatures within 10 feet of the destination to make a DC 17 Dexterity save or take 10 (3d6) necrotic damage.


Winged Darkness

The lair grows unnaturally dim.

Until initiative count 20 on the next round:

  • The area within 40 feet of the dragon becomes magical dim light.

  • Creatures other than the dragon have disadvantage on Perception checks.

  • The dragon has advantage on Stealth checks.


Regional Effects

The region within 6 miles of the Corvus Draconis’ lair is warped by its presence.

Endless Ravens

Ravens gather in unnatural numbers. They watch travelers silently and scatter violently when danger approaches.

Memory Echoes

Creatures resting in the region experience vivid dreams of the dead who once lived there.

After a long rest, a creature must succeed on a DC 13 Wisdom save or gain one level of exhaustion from haunting dreams.

Shadowfell Bleed

Mist clings to the land and sunlight appears dim and gray.

Undead creatures in the region gain advantage on saving throws against being turned.

Death’s Messenger

If a humanoid dies in the region, a raven often appears nearby and flies in the direction of the dragon’s lair.


Optional Environmental Hazards

You can add these to make the fight feel more cinematic:

  • collapsing cathedral pillars

  • bone piles that animate into skeletons

  • raven swarms acting as difficult terrain

  • shadow portals in the floor or walls

Habitat: MountainPlanar (Shadowfell)

Treasure:  Relics

WilliamTaylor7652

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