Nachtkrapp: Difference between revisions
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[[Creature List|[Back to creatures]]] | [[Creature List|[Back to creatures]]] | ||
__NOTOC__ | {{LineageInfobox|image=Nachtkrapp.png}}__NOTOC__ | ||
The dreaded Nachtkrapp is the source of many terrifying folk tales among the northern nations. Appearing as a [[giant]] raven with empty eye sockets and ragged holes in its wings, the Nachtkrapp exclusively hunts humanoids and only prowls at night. | The dreaded Nachtkrapp is the source of many terrifying folk tales among the northern nations. Appearing as a [[giant]] raven with empty eye sockets and ragged holes in its wings, the Nachtkrapp exclusively hunts humanoids and only prowls at night. | ||
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| colspan="6" |''Small. Monstrosity'' | | colspan="6" |''Small. Monstrosity'' | ||
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! | !STR | ||
!DEX | !DEX | ||
!END | !END | ||
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| colspan="6" |'''Move.''' The Nachtkrapp can move up to its speed. | | colspan="6" |'''Move.''' The Nachtkrapp can move up to its speed. | ||
'''Talons.''' ''Reach 5 ft Natural Weapon.'' +5 vs AR. '''Hit:''' 7 (1d4+5) sharp and 5 (1d4+3) corrosive, and the target becomes | '''Talons.''' ''Reach 5 ft Natural Weapon.'' +5 vs AR. '''Hit:''' 7 (1d4+5) sharp and 5 (1d4+3) corrosive, and the target becomes Sickened until the end of its next turn. | ||
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! colspan="6" | | ! colspan="6" | | ||
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| colspan="6" | | | colspan="6" | | ||
==== '''''OR''' the Nachtkrapp can take '''TWO''' of the following actions, or take the same action '''twice | ==== '''''OR''' the Nachtkrapp can take '''TWO''' of the following actions, or take the same action '''twice.''''' ==== | ||
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| colspan="6" |'''Empty Sockets.''' ''Ranged 15 ft Natural Weapon''. +3 vs WILL. Hit: The target gains the Frightened condition and is Paralyzed while Frightened in this way. Creatures Frightened by Empty Sockets may make a DC13 CHA check at the end of each of their turns to end this condition. | | colspan="6" |'''Empty Sockets.''' ''Ranged 15 ft Natural Weapon''. +3 vs WILL. Hit: The target gains the Frightened condition and is Paralyzed while Frightened in this way. Creatures Frightened by Empty Sockets may make a DC13 CHA check at the end of each of their turns to end this condition. | ||
'''Feeding Call.''' The Nachtkrapp lets out a call that whips nearby ravens into a frenzy. Attacks made by any [[Swarm of Ravens]] within 60 ft of it gain an additional 4 (1d4+2) sharp [[damage]] until the start of the Nachtkrapp’s next turn. | '''Feeding Call.''' The Nachtkrapp lets out a call that whips nearby ravens into a frenzy. Attacks made by any [[Swarm of Ravens]] within 60 ft of it gain an additional 4 (1d4+2) sharp [[damage]] until the start of the Nachtkrapp’s next turn. | ||
'''Call for Murder (1/Rest).''' The Nachtkrapp can summon 1d4 [[Swarms of Ravens]]. These Swarms obey the Nachtkrapp’s mental commands and act directly after it in [[Initiative]]. | '''Call for Murder (1/Rest).''' The Nachtkrapp can summon 1d4 [[Swarm of Ravens|Swarms of Ravens]]. These Swarms obey the Nachtkrapp’s mental commands and act directly after it in [[Initiative]]. | ||
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Latest revision as of 00:15, 25 June 2025
The dreaded Nachtkrapp is the source of many terrifying folk tales among the northern nations. Appearing as a giant raven with empty eye sockets and ragged holes in its wings, the Nachtkrapp exclusively hunts humanoids and only prowls at night.
It can cause disease with a touch from its talons, and many believe that making eye contact with its deathly sockets causes instant death.
Nachtkrapp | |||||
|---|---|---|---|---|---|
| Monster Level: 12 | |||||
| Small. Monstrosity | |||||
| STR | DEX | END | AWR | INT | CHA |
| 2 | 5 | 3 | 2 | 1 | 3 |
| Ref: 15 | Fort: 13 | Ant: 12 | Log: 11 | Will: 13 | |
| Armor Rating 13 | Senses Blindsight 200 ft | ||||
| Hit Points 82 | Traits Immutable, Steel Mind, Unerring Mind | ||||
| Speed 30 ft, Fly 60 ft | |||||
| Features | |||||
| Light Sensitive. The Nachtkrapp suffers a -5 to attacks and attribute checks while in direct sunlight. | |||||
| Actions | |||||
The Nachtkrapp can take THREE of the following actions, or take the same action three times. | |||||
| Move. The Nachtkrapp can move up to its speed.
Talons. Reach 5 ft Natural Weapon. +5 vs AR. Hit: 7 (1d4+5) sharp and 5 (1d4+3) corrosive, and the target becomes Sickened until the end of its next turn. | |||||
OR the Nachtkrapp can take TWO of the following actions, or take the same action twice. | |||||
| Empty Sockets. Ranged 15 ft Natural Weapon. +3 vs WILL. Hit: The target gains the Frightened condition and is Paralyzed while Frightened in this way. Creatures Frightened by Empty Sockets may make a DC13 CHA check at the end of each of their turns to end this condition.
Feeding Call. The Nachtkrapp lets out a call that whips nearby ravens into a frenzy. Attacks made by any Swarm of Ravens within 60 ft of it gain an additional 4 (1d4+2) sharp damage until the start of the Nachtkrapp’s next turn. Call for Murder (1/Rest). The Nachtkrapp can summon 1d4 Swarms of Ravens. These Swarms obey the Nachtkrapp’s mental commands and act directly after it in Initiative. | |||||