Monster
Dire Corby
Outside your table’s allowed sources
Official reference · MFF · 2014
- Creature type
- Humanoid
- Size
- Medium
- Armor class
- 13 (natural armor)
- Hit points
- 16 (3d8 + 3)
- Speed
- Walk 40 ft., Climb 40 ft.
- Challenge rating
- 1/2
- Alignment
- Neutral Evil
- Strength
- 13
- Dexterity
- 14
- Constitution
- 13
- Intelligence
- 6
- Wisdom
- 8
- Charisma
- 7
- Passive Perception
- 13
- Skills
- acrobatics: +4; perception: +3
- Senses
- darkvision 60 ft.
- Languages
- Undercommon
- Condition Immunities
- frightened
- Vulnerabilities
- thunder
Traits
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.