Runarcana

Part 4 · Monsters & Creatures

Crimson Pigeon

“It’s quite fun, feeding the birds. I bet poor Feoward they’d suck blood as deeply as a Bordent basilisk, and would you look at that: pigeons really are Noxian!” – Edvin Cortain, Crimson Curator Thanks to Vladimir’s influence and the Crimson Circle, Noxus has several creatures altered through Hemomancy. Crimson Pigeons are birds altered by this type of magic, capable of feeding on blood and healing from it

Crimson Pigeon Statblocks

Crimson Pigeon

CategorySoldier
CR1

Beast, Blood, Tiny

HP14 (6d4+2)
AC14
DR
Proficiency+2
Initiative+2
Attributes
STR: 6-2
DEX: 14+2
CON: 12+1
INT: 3-4
WIS: 100
CHA: 5-3
Additional
Senses
Passive perception 10
Speed
20 feet of walking, 60 feet of flying
Skills
Languages
Sylvan
Experience
Collective50
Individual19

Saving Throws: Constitution +3

Blood Drain. Whenever it deals more than half its maximum damage (3+) with its Peck, the Crimson Pigeon deals 1d4 additional Necrotic damage, recovering half that amount in hit points.

Bloodthirst. The Crimson Pigeon needs to feed on blood. If more than 24 hours pass without Blood Drain being triggered, it attacks the nearest creature and stays in combat until Blood Drain is triggered or it falls unconscious. This effect can be avoided by feeding the Crimson Pigeon blood.

Flyby. The Crimson Pigeon doesn't provoke opportunity attacks when it flies out of an opponent's reach.

Keen Vision. The Crimson Pigeon has advantage on Perception checks that rely on sight.

Peck. Melee Natural Weapon Attack, +4 to hit, 5 ft. reach, one target. On a hit, deals 4 (1d4+2) Piercing damage.

Runic Pulse: Agate Pulse (1d4 Piercing)

Crimson Flock

CategoryParagon T4
CR1

Beast, Blood, Medium

HP58 (12d8+8+2)
AC12
DR
Proficiency+2
Initiative+2
Attributes
STR: 6-2
DEX: 14+2
CON: 12+1
INT: 3-4
WIS: 100
CHA: 5-3
Additional
Senses
Keen Vision. Passive perception 10
Speed
20 feet of walking, 60 feet of flying
Skills
Languages
Sylvan
Experience
Collective200
Individual75

Saving Throws: Constitution +3

Collective. The Crimson Flock can enter and exit the space of a creature equal to or smaller than its own size; the space inside the Collective is considered difficult terrain, and the Collective has advantage on attack rolls against creatures inside it.

Split. The Crimson Flock can split into two Crimson Flocks of 1 smaller size category using a bonus action, losing half its maximum and current hit points in the process, and its Peck and Blood Drain attacks have their damage dice decreased by one category. A Crimson Flock can merge with another of the same size using a bonus action, adding their maximum hit points together and increasing its damage dice by one category. A Crimson Flock can't be smaller than Small. A Small Crimson Flock splits into 1d4 Crimson Pigeons.

Blood Drain. Whenever it deals more than half its maximum damage with its Peck, the Crimson Flock deals 4 (1d8) additional Necrotic damage, recovering half that amount in hit points

Bloodthirst. The Crimson Flock needs to feed on blood. If more than 24 hours pass without Blood Drain being triggered, it attacks the nearest creature and stays in combat until Blood Drain is triggered or it falls unconscious. This effect can be avoided by feeding the Crimson Flock blood

Flyby. The Crimson Flock doesn't provoke opportunity attacks when it flies out of an opponent's reach

Keen Vision. The Crimson Flock has advantage on Perception checks that rely on sight

Peck. Melee Natural Weapon Attack, +4 to hit, 5 ft. reach, one target. On a hit, deals 6 (1d8+2) Piercing damage.

The Crimson Flock has 2 charges of epic actions, and can spend one of these charges to act. Only one action can be used at a time, at the end of another creature's turn. At the start of the Crimson Flock's turn, the number of charges returns to 2

The Crimson Flock can take an action and restore its reaction (if spent)

The Crimson Flock can spend all or the rest of its movement

The Crimson Flock can repeat a saving throw against an effect affecting it

Cost. When the Crimson Flock repeats its saving throw this way, it loses 1 hit point.

Resilience Points: 20 When the Crimson Flock would fail a saving throw against any effect, it can spend 1 Resilience point to succeed instead. Additionally, the Crimson Flock can use the effect below:

Determination (2 points): When a target makes a saving throw to resist an effect, the Crimson Flock can spend Resilience points to grant it advantage on the roll.

Runic Pulse: Agate Pulse (1d4 Piercing)