This one is, I believe, a Danish legend, but like so many creatures of legend there are so many peculiar and idiosyncratic interpretations that its really just a question of what kind of creature fits your game better. This one, for me, fitted the bill for horrid predators that might take children and the elderly in a battle scarred land. An unplanned for and unfair consequence of armed conflict. The kind of thing adventurers will probably be needed to resolve.
Valravn
by Cab Davidson
Stat Valravn* AC: 5 HD: 3* Movement (flying): 180’(60’) Attacks: 2 claws + 1 bite Damage: 1d2/1d2/1d4 Number Appearing: 1d6 (8d6) Save As: F3 Morale: 9 Treasure Type: C Intelligence: 6 Alignment: Chaotic XP Value: 50 Valravn are ravens that have feasted upon the flesh and energies of warriors fallen in battle. Through this they have gained both potency and intelligence, and are significantly larger, more aggressive and hazardous than normal ravens. They crave the flesh of the race they have previously devoured, so if they became valravn following a battle between humans and dwarves then that is the flesh they crave, and they choose the weakest prey they can – the very young, and the elderly and infirm.
Their origin gives them a certain amount of protection from normal weapons – they can only be hit by silver or magical weapons. It also imparts them with some of the sorrow of those who have fallen. Their typical cry sounds like that of other ravens, but has undertones of the wails and screams of fallen warriors. All within 40’ hearing the cries of a treachery (that is the name a group of valravn is given) of 6 or more must make a saving throw vs. paralysis or fall to the ground as if felled warriors for 1d6 rounds.
Like all ravens they tend to collect shiny, valuable objects, which are taken back to their lairs, typically on rock faces or in the heights of mighty trees.