b'Wiitikowan Raven \n'b'  Family:   Wiitikowan  \n'b'  Tiny   fey ,  chaotic evil  \n'b'  Armor Class  13 (natural armor)  Hit Points  7 (3d4)  Speed  fly 60 ft.\n'b' STATS STR: 4 (-3) DEX:  16 (+3)  CON:  10 (+0)  INT:  1 (-5)  WIS:  12 (+1)  CHA:  2 (-4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +3,  Stealth  +5,  Survival  +5  Damage Immunities  cold  Damage Immunities  fire  Condition Immunities   charmed ,  frightened   Senses   darkvision  60 ft., passive  Perception  13  Languages  \xe2\x80\x93  Challenge  1/4 (50 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Mimicry . The raven can  mimic  simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10  Wisdom  ( Insight ) check. \n'b'  Nightmare Stalker . As an action, a wiitikowan can designate a creature within 120 feet as its quarry. It has advantage on  Perception  ( Wisdom ) and  Survival  ( Wisdom ) checks to detect its quarry. Each night, the wiitikowan can contact its quarry in its dreams. Each night, the victim must succeed at a  Wisdom  saving throw with a DC of 11. If the victim succeeds three nights in a row, they are no longer treated as a quarry and cannot be contacted again. A  protection from evil and good  spell cast on the target prevents this contact, as does a  magic circle . If the target fails the saving throw, they are  frightened  in the presence of the wiitikowan for 24 hours. A victim who fails the saving throw has dreadful visions unless they are immune to being  frightened . If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target\xe2\x80\x99s hit point maximum to 0, the target dies, and the victim becomes a wiitikowan. The reduction to the target\xe2\x80\x99s hit point maximum lasts until removed by the  greater restoration  spell or similar magic, or until the victim completes a long rest after they are no longer the wiitikowans quarry. \n'b'  Regeneration . The wiitikowan regains 10  hit points  at the start of its turn. If the wiitikowan takes fire or radiant damage, this trait doesn\xe2\x80\x99t function at the start of the wiitikowan\xe2\x80\x99s next turn. The wiitikowan dies only if it starts its turn with  0 hit points  and doesn\xe2\x80\x99t  regenerate . \n'b'  Taste of Terror . A wiitikowan is aware of the direction and approximate distance of any creature within 1 mile that is  frightened . A wiitikowan can see any creature within 60 ft. that is  frightened  and pinpoint its location even if the creature is obscured. \n'b'  Wind Walker . A wiitikowan may  wind walk  as a bonus action, affecting itself. In addition, a wiitikowan\xe2\x80\x99s movement, attacks, and senses are never impeded by wind or by natural or magical weather effects, including  fog cloud  and  sleet storm . \n'b'\n'b' ACTIONS \n'b'\n'b'  Bite .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 5 (1d4+3) piercing damage and the target is exposed to wendigo fever. On a critical hit, a wiitikowan\xe2\x80\x99s bite deals triple damage rather than double.'