Fiendish Raven CR 1/6
Always LE Tiny Magical Beast (Extraplanar)Init ; Senses darkvision 60 ft., low-light vision; Listen +5, Spot +7
Languages —
AC 14 (+2 size, +2 Dex), touch 14, flat-footed 12
hp 1/4 d8 (1 hp)
Fort Ref Will
Speed 10 ft. (2 squares), fly 40 ft. (average)
Space/Reach 2-1/2 ft./0 ft.
Base Atk +0; Grp −13
Melee claws ()
Attack Options Smite good
SQ darkvision 60 ft., Low-light vision, resistance to cold 5 and fire 5, SR 6
Abilities Str 1, Dex 15, Con 10, Int 3, Wis 14, Cha 6
Feats Alertness, Weapon FinesseB
Skills Listen +5, Spot +7
Advancement —
Environment Any evil-aligned plane
Organization Solitary
Treasure None
Summon Monster: Summon Monster I
Smite Good (Su): Once per day, this creature can make a normal melee attack to deal +1 extra damage against an good foe.
Familiar special: A raven familiar can speak one language of its master’s choice as a supernatural ability.
Fiendish template: Applied to the base creature (see Fiendish Creature). Animals and vermin become magical beasts; Intelligence is at least 3; darkvision 60 ft.; energy resistance, DR, and SR by Hit Dice; natural weapons count as magic for overcoming DR when the creature has DR.
These glossy black birds are about 2 feet long with wingspans of about 4 feet. They combine both claws into a single attack.
Open Game Content · Monster entry · Fiendish Creature · Summon Monster I.