Here is another expanding Svilland article; Valravne – Raven of the Slain.
In this artcile we want to delve into a raven-like evil creature of Norse myhthology. You can download the Valvarne in PDF format or read in below.
Valravne - Raven of the Slain
Valravn is a large, raven-like creature that has malicious and magical powers. It uses them to cheat wanderers to astray, hunt innocents, and lure local nobles into a trap. It has a large raven’s skull as head, and a body of black feathers and bones, with long, sharp claws on its pawns. Valravn emanates a soft, shadowy aura that is both scary and inviting.
Origins. Folklore says when a chief, jarl, or frû dies unexpectedly without the means for Valhalla and is left unburied, a raven who eats from its corpse becomes a malicious abomination. It consumes the knowledge and ambition of the ruler and is imbued with magical powers. The creature then uses illusions to hunt innocents, haunting the land at night, and never the day.
There are also others who think of valravne as corrupted souls who got stuck on the land. These souls manifest into creatures that resemble a humanoid-raven half-breed. They seek souls that have power in life, in order to consume them and setting themselves free.
Loki’s Mock. Some believe valravne are servants of Loki, created to mock the wisdom of the Allfather. The idea of ravens that distort the wisdom rather than delivering it is an important argument for this belief. The unholy traits of valravne, especially their undead nature and capabilities of illusion make this view legitimate as well.
Haunters of Night. Valravne wanders and hunts only under the night’s sky. The warm rays of the day are forbidden to them. When sunlight touches them, they vanish into beyond, to come back at night.
Malice to Eyes. Valravne excel at leading travelers astray. They mimic and cheat to ambush those unaware. For this, they can cast illusions. Senses cannot be trusted in a valravn’s vicinity, eyes see things that are not there, and don’t see things that are there. Ears hear a soft murmur of a haunting song, friendly voices of companions bend and twist to resemble sounds that are nothing from this world.
Valravn’s Chant. Valravne chant a hollow, unearthly song coming deep from their throat. No matter where and which valravn is encountered, the chant is always the same. The chant softly calls on the strangers, by creating a feeling of a hollow curiosity.
A valravn’s lair lies deep within the woods, sometimes within vegetation that cover ancient ruins. Its ground looks dead, although there is grass. Its trees look dried, although they are alive. The air feels damp and foggy, although there is no fog. A creature wandering within it can swear that there is always a fog or blurriness at the corners of its eyes, and ravens take flight from areas that it didn’t see one.
On initiative count 20 (losing initiative ties), the valravn takes a lair action to cause one of the following effects; the valravn can’t use the same effect two rounds in a row:
* The terrain that is not actively perceived by valravn’s foes shift: A clear ground becomes a bushy terrain, a path between the trees becomes blocked by a rock, a stone bridge becomes crumbled and impassable (or cluster of ruins’ stones become a bridge), and similar things.
While this shift is happening, creatures can make a DC 18 Wisdom (Perception) check as a reaction if the change is occurring left or right of their sight, they have disadvantage on their check if it occurs behind their field-of-view. A successful check means the creatures prevent the shift as it cannot happen while someone is looking directly at it.
* A flock of ravens takes flight from a point within the lair and travel within it for 60 feet before they leave for the skies. A creature that is on their route must succeed on a DC 15 Dexterity saving throw or take 15 (6d4) piercing damage and falls prone after the damage is inflicted on a failed DC 13 Strength saving throw.
* The whole lair becomes pitch black for 1 round, only the valravn remains visible. Creatures cannot see their allies, and thus cannot aid them. Conditions such as flanked are also rendered useless. This is an extraordinary type of darkness and a creature must have truesıght in order to see past it.
A region containing a valravn’s lair is haunted by its cursed, unearthly hollowness, which creates the following effects:
* The moonlight is dimmer within a mile. The sun seems like it is lightly obscured by a mist that is not there, thus, night time comes 1 or 2 hours earlier, and dawn comes an hour later.
* Ravens feel wrong within two miles, seeing one makes a creature feel like it is an omen of despair.
* People feel melancholic within 5 miles, with a subtle feeling of harming themselves or wishing to enjoy sadness. Some people also hear the chanting in their dreams, waking up afraid and in sweat.
If the valravn is eliminated, the effects fade over 1d4 days.
Large undead, neutral evil
Armor Class 15
Hit Points 95 (10d10 + 40)
Speed 30 ft., fly 60 ft.
|20 (+5)||20 (+5)||18 (+4)||14 (+2)||12 (+1)||14 (+2)|
Saving Throws Wisdom +4, Charisma +5
Skills Athletics +8, Acrobatics +8, Perception +4, Stealth +8
Damage Resistances cold
Damage Immunities necrotic, poison
Condition Immunities charmed, exhausted, poisoned
Senses blindsight 60 ft., passive Perception 14
Languages understands Austris (common) but does not speak
Challenge 7 (2,900)
Shadow Form. As a bonus action, the valravn can assume an unholy and shadowy form. When it does, it has immunity to bludgeoning, piercing and slashing damage from nonmagical weapons, but vulnerability to fire and radiant damage. While in this form, all of the valravn’s attacks (except Haunting Shriek) deal necrotic damage, and it can move through a space as narrow as 1 inch wide without squeezing, or move to a creature’s space and stop there. It also has advantage on its Dexterity (Stealth) checks to hide. It can go back to its normal form as a bonus action at the start of its next turn.
Valravn’s Chant. The valravn constantly sings a chant with a deep voice. Any creature that comes within 300 feet of the valravn for the first time must make a DC 13 Wisdom saving throw or be affected by the chant. A creature that succeeds on its saving throw is immune to the chant for 24 hours.
While under its effect, a creature must make at least half of its movement towards the valravn’s location. Additionally, as a bonus action, the valravn can whisper to any creature that is within 100 feet of it. The whisper can imitate the sounds of the creature’s friends or foes. A successful DC 15 Wisdom (Insight) check makes a creature realize the sound doesn’t come from the person it knows.
Multiattack. The valravn makes three attacks with its claws or 2 (1d4) attacks with bones and feathers.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 2 (1d4) necrotic damage.
Bones and Feathers. Ranged Weapon Attack: +8 to hit, range 60 ft., one target. Hit: 12 (3d4 + 5) piercing damage.
Haunting Shriek. The valravn shrieks to a creature it can see. Any creature within a 15-foot cone must succeed on a DC 15 Wisdom saving throw or take 27 (5d10) psychic damage and is frightened until the end of its next turn. Any creature within 60 feet of the valravn must succeed on a DC 15 Wisdom saving throw or is frightened as well.
Ravenous Charge. The valravn transforms into a swarm of ravens and charges on a straight line toward a space within its fly movement range. Any creature that is on its path must make a DC 15 Dexterity saving throw, taking 31 (7d8) piercing damage on a failed save, or half as much damage on a successful one. A creature that fails its saving throw must also succeed on a DC 15 Strength saving throw or be knocked prone.
Illusionary Duplicates. The valravn disappears and 2 (1d4) copies of it form within 150 feet of valravn’s last location. These copies have the same statistics with the valravn but they each have 10 hit points. A copy vanishes when it reaches 0 hit points, and the valravn returns to an unoccupied space within 150 feet of its last location when all copies vanish. Valravn returns as it has taken half of damage equal to the total number of hit points of its copies.