Large Monstrosity (Lycanthrope)
Armor Class 15 Feathers
Hit Points 90 (5d20)
Speed 50 ft.
STR
18 (+4)
DEX
18 (+4)
CON
18 (+4)
INT
8 (-1)
WIS
14 (+2)
CHA
8 (-1)
Saving Throws STR +13, DEX +13, CON +13, INT +3, WIS +8, CHA +3
Damage Resistances Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic
Condition Immunities Poisoned
Senses Blindsight 60 Feet, Passive Perception 19
Languages --
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Mimicry. The blood sun wereraven can mimic voices and animal sounds. A creature that hears this mimicry can tell it is an imitation only with a successful DC 13 Wisdom (Insight) check.

1st level (5 slots): [Magic Missile]
2st level (5 slots): [Magic Missile]
3st level (5 slots): [Magic Missile]
4st level (5 slots): [Magic Missile]

Actions

Multiattack. The blood sun wereraven makes four attacks, using two Scratch and two Shortbow in any combination. It can replace one attack with a Beak attack.

Scratch. Melee Attack Roll: +6, reach 10 ft. Hit: (2d8 + 4) Slashing damage.

Shortbow (Humanoid or Hybrid Form Only). Ranged Attack Roll: +6, range 80/320 ft. Hit: (2d10 + 4) Piercing damage.

Legendary Actions

Blood Sun Wereraven can use 5 legendary actions. A legendary action can only be used at the end of another creature's turn. The actions recharge at the start of its turn.

Feathers of the Raven Queen (Costs 1 Actions). Cast three 1st Level Magic Missile.

Breath of the Raven Queen (Cost 3 Actions). The Blood Sun Wereraven generates a wave of necrotic saliva in its beak, which it can drop downward while flying. Within a 15 foot radius, all creatures must make a DC 16 Dexterity Save or they suffer 5 Stecks and (2d6) Necrotic damage. At the end of a turn, the affected creature takes (1d6) Neritic damage and a DC 13 Constitutions Save can be made. A success reduces the number of stabs by 1, a critical success by 2. On a success, the creatures only suffer (1d10) Necrotic damage.

Realm of the Raven Queen (Cost 5 Actions). The surrounding area within a 60-foot radius of the Blood Sun Wereraven is consumed and transformed into the Raven Queen’s realm. Any creature that starts its turn in this area takes (2d10) necrotic damage. If a creature in this area drops to 0 hit points, it transforms into a wereraven and cannot attack the Blood Sun Wereraven until the curse is lifted or the Blood Sun Wereraven releases the creature from its service.

Description

After transforming, the Bloodsun Wereraven must succeed on a DC 15 Wisdom check. Otherwise, it attacks every target within reach until they are knocked prone.
This form has five counters.
It can only be terminated by using Remove Curse or by performing five successful DC 15 Wisdom Checks.
Mimicry can only be used to lure prey.
Communication is not possible..

BlueEye13