Dire Corby

Medium Humanoid (Dire Corby), Neutral Evil

STR
13 (+1)
DEX
14 (+2)
CON
13 (+1)
INT
6 (-2)
WIS
8 (-1)
CHA
7 (-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.

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Dire Corby

Source: Mordenkainen's Fiendish Folio Volume 1: Toil and Trouble, p. 7 - Licenses and attribution