Crane

CR 0 · Small Beast (Crane)

Crane

Unaligned

Shaped by SME Fallback (zo offline)

Recommended Party

Levels 1–2 · balanced at Lv 1

Armor Class

12 (natural armor)

Hit Points

3 1d6

Speed

10 ft., fly 50 ft.

STR4 -3
DEX14 +2
CON11 +0
INT2 -4
WIS12 +1
CHA6 -2

Defensive Resilience

SkillsPerception +3
Sensespassive Perception 13
Languages—

Lore

Arcane Scribe
Elegant and enduring, cranes are the silent sentinels of the world’s wetlands, often found where the boundaries between the Material Plane and the Feywild grow thin. To many, they are symbols of longevity and vigilance, standing motionless in silver reeds like statues carved from ivory and ash. Druids believe these birds are descendants of ancient avian spirits that once preened in the gardens of the gods, and even a common crane carries a lingering trace of that primordial grace in its piercing, knowing gaze. Whether wading through mist-choked marshes or sun-dappled estuaries, the crane is a master of patient lethality, striking with a beak as sharp as a spear point. Beyond hunting, cranes perform haunting dances—spiraling displays of wings and wind that hermits claim can forecast shifts in the weave or the coming of a great calamity. A lone crane following a traveler along a riverbank is often an omen, for they are said to recognize the scent of a soul marked by destiny. A bird that refuses to take flight may be guarding a submerged entrance to a forgotten tomb or a site of ancient power. To harm one invites a lingering curse of misfortune, while a gift of fresh fish might earn a silent guide through the most treacherous mires.

Innate Traits

Graceful Flyer. The crane has Advantage on Dexterity saving throws made to maintain balance or avoid falling.

Keen Sight. The crane has Advantage on Wisdom (Perception) checks that rely on sight.

Actions

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Distracting Display. The crane spreads its wings and performs a brief dance. One creature within 5 feet of the crane that can see it must succeed on a DC 11 Wisdom saving throw or have Disadvantage on the next attack roll it makes before the start of the crane's next turn.