TEXT: Three Arcane Avians | EN World EN5idEr
  W
  IZARDS COMMONLY TEACH THAT 
  the intricacies of arcane magic 
  can only be mastered by disciplined 
  minds 
  of 
  extraordinary 
  intel-
  lect, and that any examples to the 
  contrary are the results of artificial 
  enchantments and mad experiments 
  by careless practitioners. Druids 
  believe instead that the creatures 
  men dismiss as mere beasts are just 
  as capable of thought and arcane 
  innovation as any jumped-up plains 
  ape. Adventurers however—those 
  intrepid explorers, spellswords, and 
  warriors—simply down a mug of 
  ale, laugh, and say that the world is 
  full of weird creatures with strange 
  powers, and that expecting them to 
  fall into neat categories is just asking 
  to get eaten. 
  THREE 
  ARCANE AVIANS
   
  WRITING Joe Crow 
   
  COVER ART Xanditz
   
  EDITING Mike Myler
   
  LAYOUT Frank Michienzi
  
  Three Arcane Avians | EN World EN5idEr
  Open Game Content | The game rule information in this 
  article is designated Open Game Content. All other material 
  in this article, including maps and illustrations (including 
  illustrations in the public domain), in-character and out-of-
  character narrative and descriptive text, character and place 
  names, trade dress, “EN Publishing,” “EN World,” “EN5ider,” 
  EN Publishing product and article titles, and  
  EN World and EN Publishing logos, are designated 
  Product Identity.
  S
  ome magical birds seem to be little more than 
  oversized animals with simple hungers aided by 
  supernatural abilities, while others have minds 
  as sharp and cunning as those of men, capable of 
  plots and plans, of whims and jokes as merry or 
  cruel as any bard’s sharp tongue. Whether hungry 
  predator, laughing joker, or sinister scavenger, all 
  of the arcane avians that follow have one thing in 
  common: magic makes them much more dangerous.
  CACOPHONY COCKATOO
  TINY MONSTROSITY, CHAOTIC NEUTRAL
  Armor Class 12
  Hit Points 7 (3d4)
  Speed 10 ft., fly 50 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   2 (–5) 
  15 (+2) 
  8 (–1) 
  10 (+0) 
  12 (+1) 
  14 (+2)
  Saving Throws Dex +4, Wis +3
  Skills Insight +5, Perception +5, Stealth +6
  Senses passive Perception 15
  Languages Common, Sylvan
  Challenge 1 (200 XP)
  Flock. When 3 or more cacophony cockatoos are within 
  30 feet of each other, they count as a flock that acts 
  simultaneously on the highest initiative in the flock.
  Innate Spellcasting. The cacophony cockatoo’s innate 
  spellcasting ability is Charisma (spell save DC 12). It 
  can innately cast the following spells, requiring no 
  material components.
  At will: detect magic, vicious mockery
  3/day: counterspell
  1/day: dispel magic
  Mimicry. The cacophony cockatoo can mimic animal 
  sounds and humanoid voices. A creature that hears 
  the sounds can tell they are imitations with a 
  successful DC 14 Wisdom (Insight) check.
  Mocking Reversal. When a flock of at least 6 cacophony 
  cockatoos cast counterspell, they can use the innate 
  casting of dispel magic from every flock member to 
  turn the spell’s effects back on the caster. 
  Resonant Chorus. A flock of at least 3 cacophony 
  cockatoos can cast spells in combination, increasing 
  caster level and spell save DC by +1 for every 3 flock 
  members. 
  ACTIONS
  Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one 
  target. Hit: 1 piercing damage.
  Experienced jungle travelers warn spellcasters to 
  be wary of the flicker of yellow-red wings among 
  the sweltering vines and impenetrable under-
  growth. The raucous cries of brightly colored birds 
  with too-clever eyes gradually shift to mocking 
  imitations of one’s own voice, calling into the brush, 
  luring explorers towards some fierce beast lurking 
  in the shadows. Then once combat has begun and 
  mages prepare to unleash their mightiest spells, 
  those cackling voices suddenly echo the mystical 
  syllables, twisting the power back onto spellcasters 
  and collapsing the magic in upon itself, or worse, 
  turning it back on its source! 
  Cacophony cockatoos are much more than mere 
  birds. As clever as a human or a halfling, they are 
  a mischievous and greedy flock easily bribed with 
  tasty treats but just as easily tempted into pranks 
  and ambushes for the unwary. Some cacophony 
  flocks make agreements with local tribes and 
  villages, warning of invaders and interfering with 
  enemy spellcasters in exchange for regular feasts of 
  nuts, insects, and seeds but even then their prank-
  ster nature occasionally results in minor disasters. 
  They get on particularly well with the fey peoples, 
  especially pixies and sprites, often teaming up with 
  them for elaborate tricks and practical jokes. 
  A rare few occasionally agree to accompany 
  traveling adventurers on their journeys, some 
  forging friendships that last for decades. The lure 
  
  Three Arcane Avians | EN World EN5idEr
  of exciting new jokes to play, shiny things to rattle, 
  and tasty foreign bugs to eat can be a potent lure—
  with the right shoulder to sit on—but prospective 
  companions are advised to rely on natural person-
  ality rather than magical coercion. Otherwise they 
  risk having their enchantments turned back upon 
  them, becoming a slave scurrying after beetles and 
  berries on the stifling jungle floor.
  CARRION CROW
  SMALL MONSTROSITY, NEUTRAL EVIL
  Armor Class 13 (natural armor)
  Hit Points 42 (8d6+16)
  Speed 5 ft., fly 40 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   6 (–2) 
  12 (+1) 
  14 (+2) 
  13 (+1) 
  14 (+2) 
  15 (+2)
  Saving Throws Con +4, Wis +4
  Skills Arcana +5, Deception +6, Insight +6, Perception +6
  Damage Resistances necrotic
  Senses darkvision 90 ft., passive Perception 16
  Languages Common, Goblin
  Challenge 3 (700 XP)
  Bolster Servants. All of the carrion crow’s actively 
  controlled zombie servants have advantage on saving 
  throws against any effect that turns undead, and 
  on saving throws against spells and other magical 
  effects. In addition, when an actively controlled 
  zombie servant takes the Attack action, it attacks 
  twice, instead of once.
  Death’s Vision. The carrion crow can briefly share 
  senses with its zombie servants. As a bonus action, 
  until it moves or takes an action it can see through the 
  eyesockets and hear through the rotting ears of all its 
  actively controlled zombie servants. While it is using 
  their senses, it is blinded and deafened in regard to its 
  own surroundings.
  Fast Casting. By expending twice the number of innate 
  spellcastings, the carrion crow can reduce the casting 
  time of a spell from 1 minute to 1 round.
  Innate Spellcasting. The carrion crow’s innate spell-
  casting ability is Charisma (spell save DC 12). It can 
  innately cast the following spells, requiring no 
  material components.
  At will: detect magic
  5/day each: animate dead (zombies only), identify
  Turn Resistance. The carrion crow has advantage on 
  saving throws against any effect that turns undead.
  ACTIONS
  Beak. Melee Weapon Attack: +3 to hit, reach 5 ft., one 
  target. Hit: 5 (1d6+2) piercing damage.
  Ominous Cry. The carrion crow utters a harsh call that 
  echoes in the ears of mortals in a 30-foot radius. Living 
  creatures in the area that are able to hear the call must 
  make a DC 12 Wisdom saving throw or make attack 
  rolls with disadvantage for 1 minute.
  In murky swamps, misty forests, on abandoned 
  battlefields, and in the wreckage of sacked cities—
  the carrion crows gather. Not only to feast on the 
  flesh of the fallen, but to raise them from their trou-
  bled sleep to fight again, to carry their black-winged 
  masters and protect their nests, their young, and 
  their treasures. Blessed with a wicked intelligence 
  and the ability to raise and control the dead, carrion 
  crows use rotting slaves as both guardians and 
  tools, directing their clumsy hands to build or rein-
  force nests, hide shiny treasures in secure places, 
  and hunt down fresh replacements when the decay 
  becomes too extensive. 
  However they are also clever enough to bargain 
  with the living when it serves their greed. Carrion 
  crows love shiny gems and jewelry, especially 
  magical baubles. They can easily identify items that 
  they can use and are willing to trade magic items 
  that are too large or not pretty enough for others 
  more suited to their tastes. Many sinister necroman-
  cers and assassin guilds have established long-term 
  relationships with flocks of carrion crows, trading 
  loot and bodies for magic item identification and 
  uncontrolled undead. 
  Some flocks have been rumored to lurk in the 
  shadows of less wholesome cities, nesting in aban-
  doned buildings and carefully bandaging their 
  undead servants to look like diseased beggars to 
  prey upon the lost and forgotten. 
  
  Three Arcane Avians | EN World EN5idEr
  ZOMBIE SERVANTS
  The carrion crow’s animate dead creates only 
  zombies, not skeletons. The carrion crow casts the 
  spell by devouring the eyes of a corpse and then 
  filling the dead flesh with its dark essence. Carrion 
  crows take more care of their zombie servants than 
  is usual for those who raise the dead, equipping them 
  with scavenged armor and weapons that the carrion 
  crow’s direct control allows them to use with more 
  skill than one would expect from a mindless corpse. 
  Equipped zombie servants gain a +4 bonus to AC and 
  replace slam with a wielded melee weapon attack of 
  the GM’s choice.
  EQUIPPED ZOMBIE SERVANT
  MEDIUM UNDEAD, NEUTRAL EVIL
  Armor Class 12 (piecemeal armor)
  Hit Points 22 (3d8+9)
  Speed 20 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   13 (+1) 
  6 (–2) 
  16 (+3) 
  3 (–4) 
  6 (–2) 
  5 (–3)
  Saving Throws Wis +0
  Damage Immunities poison
  Condition Immunities poisoned
  Senses darkvision 90 ft., passive Perception 8
  Languages understands Common and Goblin but 
  can’t speak
  Challenge 1/2
  Bolstered Servants. The zombie has advan-
  tage on saving throws against any effect that 
  turns undead, and on saving throws against 
  spells and other magical effects. 
  Undead Fortitude. If damage reduces the zombie 
  to 0 hit points, it must make a Constitution 
  saving throw with a DC of 5 + the damage 
  taken, unless the damage is radiant or from a 
  critical hit. On a success, the zombie drops to 
  1 hit point instead.
  ACTIONS
  Multiattack. The zombie attacks twice.
  Longsword. Melee Weapon Attack: +3 to hit, 
  reach 5 ft., one target. Hit: 5 (1d8+1) slashing 
  damage, or 6 (1d10+1) slashing damage if 
  wielded with two hands.
  
  Three Arcane Avians | EN World EN5idEr
  PALE STRIGANES
  MEDIUM MONSTROSITY, NEUTRAL EVIL
  Armor Class 16 (natural armor)
  Hit Points 55 (10d8+10)
  Speed 10 ft., fly 70 ft.
   STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
   12 (+1) 
  18 (+4) 
  12 (+1) 
  3 (–4) 
  15 (+2) 
  11 (+0)
  Saving Throws Dex +7, Wis +5
  Skills Arcana +2, Perception +8, Stealth +10
  Damage Resistances psychic
  Senses darkvision 120 ft., passive Perception 23
  Languages —
  Challenge 5 (1,800 XP)
  Keen Hearing and Sight. The pale striganes has 
  advantage on Wisdom (Perception) checks that rely 
  on hearing and sight.
  Sense Essence. The pale striganes can use a bonus 
  action to measure mental prowess, sensing the 
  Intelligence, Wisdom, and Charisma scores of all 
  living creatures it can see within 100 feet.
  ACTIONS
  Multiattack. The pale striganes makes a fearsome hoot or 
  paralyzing screech. It then attacks twice with its talons.
  Talons. Melee Weapon Attack: +7 to hit, reach 5 ft., one 
  target. Hit: 11 (2d6+4) piercing damage.
  Essence Drain. The pale striganes uses an action to 
  focus its mind on a stunned creature it can see within 
  30 feet. The target must succeed on a DC 13 Wisdom 
  saving throw or the highest of its mental ability scores 
  (Intelligence, Wisdom, or Charisma) is reduced by 1d6. 
  The target is stunned permanently if this reduces any 
  mental ability score to 0. Otherwise, the condition 
  lasts until the pale striganes is slain or greater restora-
  tion or similar magic is cast on them. At the end of a 
  long rest the target makes a DC 13 saving throw using 
  the reduced ability score, ending the reduction and 
  stunned condition on a success.
  Fearsome Hoot. The pale striganes lets out an eerie 
  hoot that resonates in a 30-foot radius. Any other 
  living creature within the area must succeed on a DC 
  13 Wisdom saving throw or throw down whatever it is 
  holding and become frightened for 1 minute. 
    While frightened by the fearsome hoot, a creature 
  must take the Dash action and move away from the 
  pale striganes by the safest available route on each of 
  its turns unless there is nowhere to move. If a creature 
  ends its turn where it doesn’t have line of sight to the 
  pale striganes, it can make another Wisdom saving 
  throw, ending the effect on itself on a success.
  Paralyzing Screech. The pale striganes utters a terrible 
  piercing scream at a creature within 10 feet. The target 
  must succeed on a DC 13 Wisdom saving throw or take 
  20 (4d8) psychic damage and be stunned for 1 minute. A 
  creature can repeat the saving throw at the end of each 
  of its turns, ending the effect on itself on a success.
  In the dark forests of the northern lands the 
  nights are haunted by silent predators that hunger 
  for more than mere flesh, great man-sized white 
  owls with three glowing eyes drifting silently 
  through dark skies and filled with never-ending 
  hunger. These winged hunters seek the very 
  essence of the mind, paralyzing their chosen prey 
  and driving any companions into the trees with 
  fear, then battening down upon their frozen targets 
  and slowly draining their victim’s mind, will, and 
  personality down to nothing, leaving only an 
  empty still-breathing corpse behind. 
  Pale striganes can sense strong minds that will 
  feed them well, often stalking prey for miles through 
  the forests before launching an attack. If driven 
  away from before their sinister feast is complete, 
  these avians hide for days or even weeks waiting for 
  an opportunity to strike again, gliding through the 
  night looking for a chance to glean the last remnants 
  from their target before it is able to recover. e
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/EN World EN5ider/EN5ider 326 - MM Three Arcane Avians.pdf