Medium humanoid (dire corby), Neutral Evil
| Armor Class | 13 (natural armor) |
|---|---|
| Hit Points | 16 (3d8 + 3) |
| Speed | 40 ft., climb 40 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 14 (+2) | 13 (+1) | 6 (-2) | 8 (-1) | 7 (-2) |
| Saving Throws | — |
|---|---|
| Skills | Acrobatics +4, Perception +3 |
| Damage Vulnerabilities | thunder |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | frightened |
| Senses | darkvision 60 ft., passive Perception 13 |
| Languages | Undercommon |
| Challenge | 1/2 |
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 Dash action, cannot climb, or cast spells other than cantrips until the start of its next turn.
The dire corby has advantage on Wisdom (Perception) checks that rely on hearing.
The dire corby makes two claw attacks.
Melee Attack Roll: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.