Armor Class
13
Dire Corby
Medium Humanoid · Neutral Evil
Hit Points
16 (3d8 + 3)
Speed
Walk 40 ft., Climb 40 ft.
CR
1/2
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 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 () 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. 6 () Slashing damage.