b'Dinosaur, Raptor (Mutant) \n'b'  Family:   Dinosaurs  \n'b'  Large   magical beast ,  neutral evil  \n'b'  Armor Class  15 (natural armor)  Hit Points  26 (4d10 + 4)  Speed  40 ft.\n'b' STATS STR: 12 (+1) DEX:  16 (+3)  CON:  12 (+1)  INT:  6 (-2)  WIS:  14 (+2)  CHA:  10 (+0)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +4,  Stealth  +5  Senses  passive  Perception  14  Languages  \xe2\x80\x94  Challenge  4 (1,100 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Magical Mutation . A mutant raptor can innately cast one of the following spells using  Wisdom  as its spellcasting ability score (spell save DC 12, +4 to hit with magical attacks):\n'b'\n'b'\n'b'   enlarge/reduce ,  invisibility ,  misty step , or  scorching ray   \n'b'\n'b'  Sharp Senses . Raptors have advantage on  Wisdom  ( Perception ) checks that rely on smell. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The mutant raptor makes one Bite  attack  and one Claw  attack  or two Claw attacks. \n'b'  Bite .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 7 (1d8 + 3) piercing damage. \n'b'  Claw .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 6 (1d6 + 3) slashing damage. If the raptor hits the same target with two claw attacks on their turn, they inflict an additional 4 (1d8) slashing damage. \n'b'\n'b' ABOUT \n'b' Created by foul sorcery, mad alchemy, or some other perversion of the natural order, mutant raptors are savage, intelligent creatures capable of great magical power. Larger than their natural cousins, the mutant raptors combine the speed and strength of their bodies with cruel and cunning minds. Each mutant is slightly different than their brethren, and while some innately cast spells, others breathe out jets of flame or lightning, or sometimes even more exotic magical energies.'