Saving Throws Con +4, Wis +7
Skills Deception +5, Intimidation +5, Perception +10
Damage Immunities False
Condition Immunities False
Senses darkvision 120 ft., passive Perception 20
Languages Common, Feather Speech, Ravenfolk
Challenge 5 (1,800 XP)
Magic Resistance. The doom croaker has advantage on saving throws against spells and other magical effects.
Mimicry. The ravenfolk doom croaker can mimic animal sounds and Humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 15 Wisdom (Insight) check.
Rune-Powered Weapons. The ravenfolk's weapon attacks are magical. When the ravenfolk hits with any weapon, the weapon deals an extra 2d8 radiant damage (included in the attack).
Multiattack. The doom croaker makes one Peck attack and one Runestaff attack, or it makes two Rune Blast attacks. It can replace one attack with a use of Ghost Wings or Prophetic Call, if available.
Peck. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage plus 9 (2d8) radiant damage.
Runestaff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage plus 9 (2d8) radiant damage.
Rune Blast. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 17 (3d8 + 4) radiant damage.
Ghost Wings. The ravenfolk doom croaker furiously “beats” a set of phantasmal wings. Each creature within 5 feet of the ravenfolk must succeed on a DC 15 Dexterity saving throw or be blinded until the start of its next turn.
Prophetic Magic. The ravenfolk doom croaker can cast the augury spell and thaumaturgy cantrip at will, requiring no material components and using Wisdom as the spellcasting ability.
Prophetic Caw (Recharge 6). The ravenfolk doom croaker caws a prophecy that sounds different to each listener. Each creature within 30 feet of the ravenfolk that can hear it must make a DC 15 Wisdom saving throw. Ravenfolk have advantage on the saving throw. On a failure, a creature hears a prophecy of its doom and is frightened for 1 minute. On a success, a creature hears a prophecy of its greatness and has advantage on the first attack roll it makes on each of its turns for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.