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Demonic Mimicry

The terror can mimic voices and sounds it has heard. A listener can discern the mimicry for what it is with a successful DC 18 Wisdom (Insight) check.

Legendary Resistance (3/Day)

If the terror fails a saving throw, it can choose to succeed instead.

Magic Resistance

The terror has Advantage on saving throws against spells and other magical effects.

Unraveling Song

As an Influence action, a creature can play or sing Jericho Sticks' favorite song, "Coal-Eyed Birds," to give the terror the Charmed condition until the end of the creature's next turn. The condition ends early if the creature damages the terror or forces it to make a saving throw.

Spreuken uitspreken

Averting Winds

The terror casts the Wind Wall spell (which can't appear in a creature's space), requiring no spell components and using Charisma as the spellcasting ability.

Acties

Multiattack

The terror makes one Claw attack and one Scythe attack.

Claw

Melee Attack Roll: +7, reach 5 ft. Hit: 8 (1d8 + 4) Slashing damage. If the target is a Medium or smaller creature, it has the Prone condition.

Scythe

Melee Attack Roll: +7, reach 10 ft. Hit: 9 (1d10 + 4) Slashing damage plus 4 (1d8) Psychic damage.

Dirge of Secrets (Recharge 5–6)

Wisdom Saving Throw: DC 15, each creature within a 30-foot Emanation originating from the terror. Failure: The creature takes 11 (2d10) Psychic damage and has Disadvantage on ability checks and attack rolls. At the end of each of its turns, it repeats the save, ending the effect on itself on a success.

After 1 minute, it succeeds automatically. Success: Half damage only.

Legendaire Acties

Crow's Swoop

The terror moves up to half its Speed without provoking Opportunity Attacks.

Devour Secrets

The terror's beak gapes and devours secrets. Wisdom Saving Throw: DC 15, each creature in a 20-foot Emanation originating from the terror (with Disadvantage if the target has given up one of its secrets to the terror). Failure: 7 (2d6) Psychic damage, and the target's Speed is 0 until the end of its next turn. Success: Half damage only. Failure or Success: The terror can't take this action again until the start of its next turn.