A monster stat block for use in Dungeons & Dragons 5th edition tabletop role-playing game. This is a homebrew monster created by Cloaks & Capes.
We wanted to turn the regular Crow into something cooler. As we looked at the Traits and Actions of a few monsters, the Coven Magic Trait had some pretty great Crow-adjacent spells, and once we had Crow Magic...the rest was easy.
Witch Crow
Medium Beast, Unaligned Armor Class 13 Hit Points 26 (5d8 + 4) Speed 10 ft., Fly 60 ft.
STR 16 +3 | DEX 17 +3 | CON 13 +1 INT 8 -1 | WIS 14 +2 | CHA 10 +0
Skills Perception +4, Performance +2 Senses Passive Perception 14 Languages Understands Common, Deep Speech, and Primordial (Auran) but can’t speak them. Challenge 2 (450 XP) Proficiency Bonus +2
Traits
Mimicry. The crow can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations only with a successful DC 12 Wisdom (Insight) check.
Crow Magic. While within 10 feet of at least two witch crow allies, the crow can cast one of the following spells, requiring no Material components, using the spell’s normal casting time, and using Wisdom as the spellcasting ability (spell save DC 12): Arcane Lock, Identify, Knock, Leomund’s Secret Chest, Locate Object, Locate Person, Scrying, or Unseen Servant. The crow must finish a Long Rest before using this trait to cast that spell again.
Actions
Beak. Melee Attack Roll: +5, reach 5 ft. Hit: 6 (1d6 + 3) Piercing damage.
Use Tool. While flying the crow can wield any weapon that lacks the Ranged property to deal damage to a target. If the crow spends at least 10 minutes observing another creature using a weapon, the crow is considered proficient with that weapon until it finishes a Long Rest.
Bonus Actions
Cunning Action. The crow takes the Dash, Disengage, or Hide action.
Swoop (Recharge 4–6). If the crow has a creature Grappled, the crow flies up to half its Fly Speed without provoking Opportunity Attacks and drops that creature.













