Wiitikowan Raven

Family: Wiitikowan

Tiny fey, chaotic evil

Armor Class 13 (natural armor)
Hit Points 7 (3d4)
Speed fly 60 ft.

STR DEX CON INT WIS CHA
4 (-3) 16 (+3) 10 (+0) 1 (-5) 12 (+1) 2 (-4)

Skills Perception +3, Stealth +5, Survival +5
Damage Immunities cold
Damage Immunities fire
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 13
Languages
Challenge 1/4 (50 XP)

SPECIAL TRAITS

  • Mimicry. The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.
  • Nightmare Stalker. As an action, a wiitikowan can designate a creature within 120 feet as its quarry. It has advantage on Perception (Wisdom) and Survival (Wisdom) checks to detect its quarry. Each night, the wiitikowan can contact its quarry in its dreams. Each night, the victim must succeed at a Wisdom saving throw with a DC of 11. If the victim succeeds three nights in a row, they are no longer treated as a quarry and cannot be contacted again. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. If the target fails the saving throw, they are frightened in the presence of the wiitikowan for 24 hours. A victim who fails the saving throw has dreadful visions unless they are immune to being frightened. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target’s hit point maximum to 0, the target dies, and the victim becomes a wiitikowan. The reduction to the target’s hit point maximum lasts until removed by the greater restoration spell or similar magic, or until the victim completes a long rest after they are no longer the wiitikowans quarry.
  • Regeneration. The wiitikowan regains 10 hit points at the start of its turn. If the wiitikowan takes fire or radiant damage, this trait doesn’t function at the start of the wiitikowan’s next turn. The wiitikowan dies only if it starts its turn with 0 hit points and doesn’t regenerate.
  • Taste of Terror. A wiitikowan is aware of the direction and approximate distance of any creature within 1 mile that is frightened. A wiitikowan can see any creature within 60 ft. that is frightened and pinpoint its location even if the creature is obscured.
  • Wind Walker. A wiitikowan may wind walk as a bonus action, affecting itself. In addition, a wiitikowan’s movement, attacks, and senses are never impeded by wind or by natural or magical weather effects, including fog cloud and sleet storm.

ACTIONS

  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage and the target is exposed to wendigo fever. On a critical hit, a wiitikowan’s bite deals triple damage rather than double.
Section 15: Copyright Notice

Faerie Bestiary (5E) © 2022, Legendary Games; Authors Matt Kimmel, Michael “solomani” Mifsud, Miguel Colon, Robert J. Grady, Jason Nelson, Jeff Ibach, Tim Hitchcock.

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