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Ravener - AI-generated fantasy Monster

Ravener

Raveners are living assault organisms bred to strike where defenses are weakest. Their snake-like bodies can move through sand, rubble, and fractured stone with alarming speed, while their scything talons serve equally well for excavation and dismemberment. Their hypersensory systems perceive more than ordinary sound and sight, allowing them to follow tremors, heat blooms, magical discharges, radio-like transmissions, and chemical residue. Fortifications that conceal their occupants from ordinary scouts are often obvious to a Ravener.

HugeMonstrosity(Alien predator)CR Challenge 17Unaligned

Ravener

alienburrowingdeserthive organismpoisonserpentinesiege predatorsolo monstertyranid-inspired
HP255AC+11 melee, +10 rangedSPD40 ft., burrow 50 ft., climb 30 ft.CRChallenge 17PerceptionStealthSurvival
STR
24
save
DEX
18
save
CON
26
save
INT
6
WIS
18
save
CHA
10
Burrower. The Ravener can burrow through sand, earth, loose stone, and similar materials at its burrowing speed. It leaves a tunnel behind it. It cannot burrow through solid rock unless that rock has been weakened or altered by magic.
Tremorscythe Array. The Ravener has advantage on Wisdom (Perception) checks that rely on hearing or vibration. It knows the location of creatures touching the same ground within 120 feet, even if those creatures are invisible or behind total cover, unless the ground is magically silenced or insulated.
Energy Bloom Detection. The Ravener can detect creatures, active magic, heat sources, electrical activity, and communicative signals within 1 mile if there is an unobstructed path. It has advantage on checks to locate a creature that has used a magical, technological, or psionic effect within the last hour.
Unthinking Predator. The Ravener has advantage on saving throws against being frightened, charmed, stunned, or paralyzed. It does not suffer disadvantage from fighting while underground, in darkness, or in a sandstorm.
Frenzy of the Hunt. When the Ravener reduces a creature to 0 hit points with a melee attack, it can move up to half its speed and make one Felltalon attack against another creature within reach.
Siege Organism. If the Ravener moves at least 20 feet straight toward a creature before hitting it with Wrecker Claw, the attack deals an extra 14 () slashing damage and the target must succeed on a Strength saving throw or be pushed up to 15 feet.
Subterranean Hunter. The Ravener can take a bonus action to enter or leave the ground while occupying loose terrain. While underground, it has total cover from creatures aboveground, but it cannot make attacks except Burrowing Ambush unless a feature specifically allows it.
Multiattack. The Ravener makes one Felltalon, one Wrecker Claw, and one Venomspitter attack, or it uses Burrowing Ambush if available.
Felltalon. Melee Weapon Attack: to hit, reach 15 ft., one target. Hit: 18 () slashing damage plus 10 () poison damage. The target must succeed on a Constitution saving throw or become infected for 1 minute. While infected, the target takes 7 () poison damage at the start of each of its turns. The target can repeat the save at the end of each of its turns, ending the infection on a success. A creature that succeeds is immune to this Ravener's infection for 24 hours.
Wrecker Claw. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 21 () slashing damage. If the target is Large or smaller, it must succeed on a Strength saving throw or be knocked prone. The Ravener can then move up to half its burrowing speed without provoking opportunity attacks.
Venomspitter. Ranged Weapon Attack: to hit, range 60/180 ft., one target, or a point the Ravener can see within range. Hit: 24 () poison damage, and the target must succeed on a Constitution saving throw or be poisoned until the end of its next turn. Each creature within 10 feet of the target or point must also make the saving throw, taking half damage on a success.
Venomstorm. The Ravener exhales a cloud of neurotoxic spore-venom in a 30-foot cone. Each creature in that area must make a Constitution saving throw, taking 45 () poison damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is also stunned until the end of its next turn. The Ravener cannot use Venomstorm again until it has burrowed at least 30 feet or taken 20 or more damage.
Burrowing Ambush. The Ravener burrows up to its burrowing speed, then erupts at a point within that distance. Each creature within 15 feet of the eruption must make a Dexterity saving throw, taking 28 () piercing damage and falling prone on a failed save, or half damage on a success. The Ravener can then make one Wrecker Claw attack against a creature within reach.
Scything Intercept. When a creature the Ravener can detect moves within 15 feet of it, the Ravener makes one Felltalon attack against that creature. If the attack hits, the target's speed becomes 0 until the end of the current turn.
Scything Strike. The Ravener makes one Felltalon attack.
Predatory Reposition. The Ravener moves up to half its burrowing speed or walking speed without provoking opportunity attacks. It cannot move through solid rock with this action.
Neurotoxic Pulse (Costs 2 Actions). One creature within 60 feet that the Ravener can detect must succeed on a Constitution saving throw or take 13 () poison damage and have its speed halved until the end of its next turn.
Erupting Terror (Costs 3 Actions). The Ravener uses Burrowing Ambush, if available, or makes one Venomspitter attack.
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