Dire Corby

Medium humanoid (dire corby), Neutral Evil

Armor Class

13 (natural armor)

Hit Points

16 (3d8+3)

Speed

walk 40 ft., climb 40 ft.

Skills

Acrobatics +4, Perception +3

Damage Vulnerabilities

thunder

Condition Immunities

frightened

Languages

Undercommon

Challenge

1/2

Dire Cacophony

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.

Keen Hearing

The dire corby has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

Multiattack

The dire corby makes two claw attacks.

Claw

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.