Tiny Fiend
Armor Class 13 Feathers
Hit Points 16 (3d6)
Speed 50 ft., Walk 10 ft.
STR
8 (-1)
DEX
16 (+3)
CON
12 (+1)
INT
10 (+0)
WIS
14 (+2)
CHA
12 (+1)
Senses Darkvision 60, Passive Perception 16
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Flyby.
The crow doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Glyph Vessel.
The glowing green rune on its chest stores volatile magic. When the crow drops to 0 HP, the glyph flickers violently — creatures within 5 ft. must succeed on a DC 11 Dexterity save or take 5 (2d4) necrotic damage.

Actions

Claws

Melee Weapon Attack: +5 to hit, reach 5 ft., one target
Hit: 6 (1d6 + 3) slashing damage + 2 (1d4) necrotic damage


Verdant Glyph Pulse (3/Rest)

The crow’s chest glyph ignites with bright green energy, releasing a burst of corrupt magic.

Each creature within 15 ft. of the crow must make a DC 12 Constitution saving throw.

  • Fail: 10 (3d6) necrotic damage and can’t take reactions until the end of their next turn
  • Success: Half damage, no additional effect

The area briefly fills with swirling green energy and faint whispering voices.

Description

These unnatural crows are bound to ancient glyph magic, their bodies acting as living conduits for unstable arcane power. Their glowing green sigils pulse like a heartbeat, and when threatened, they release bursts of energy that warp and drain the life from everything nearby.

Rackitup

Comments

Posts Quoted:
Reply
Clear All Quotes