17 (natural armor)
133 (14d10+56)
walk 20 ft., fly 80 ft.
Con +8, Wis +6
Perception +6, Stealth +11
blindsight 30 ft., darkvision 120 ft.
Deep Crow
9
The deep crow has advantage on saving throws against spells and other magical effects.
While in dim light or darkness, the deep crow can take the Hide action as a bonus action.
While in sunlight, the deep crow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
The deep crow makes three attacks: one with its mandibles and two with its claws.
Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the deep crow can't use its mandibles on another target.
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.