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Dire Corby

Medium humanoid (dire corby), Neutral Evil

Armor Class 13 (natural armor)

Hit Points 16 (3d8 + 3)

Speed 40 ft., climb 40 ft.

STR 13 (+1)
DEX 14 (+2)
CON 13 (+1)
INT 6 (-2)
WIS 8 (-1)
CHA 7 (-2)

Skills Acrobatics +4, Perception +3

Condition Immunities frightened

Senses darkvision 60 ft., passive Perception 13

Languages Undercommon

Challenge 1/2

Dire Cacophony. Any creature other than a dire corby that starts its turn within 60 feet of a dire corby and can hear it must make a DC 11 Wisdom saving throw. On a failed save, the creature is unable to use the Dash action, cannot climb, or cast spells other than cantrips until the start of its next turn.

Keen Hearing. The dire corby has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

Multiattack. The dire corby makes two claw attacks.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.

Source

MFF, p. 7