Nachtkrapp
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. | |||||