Dire Cacophony. Any creature other than a dire corby that starts its turn within 60 feet of a dire corby and can hear it must make a DC 11 Wisdom saving throw. On a failed save, the creature is unable to use the Dash action, cannot climb, or cast spells other than cantrips until the start of its next turn.
Keen Hearing. The dire corby has advantage on Wisdom (Perception) checks that rely on hearing.
Multiattack. The dire corby makes two claw attacks.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:6 (1d8 + 2) slashing damage.
Heralded by the ominous, deep rumbling of their strange song, great packs of dire corbies range across the Underdark, stripping the tunnels and caverns they traverse of all living things. Even the mightiest creatures of the Underdark hide within fortified lairs or step aside from a dire corby flock, knowing of how these creatures' bizarre song disrupts, disorients, and ultimately overwhelms their prey.