b'Ravenfolk Doom Croaker \n'b'  Family:   Ravenfolk  \n'b'  Medium   humanoid  (ravenfolk),  neutral  \n'b'  Armor Class  14 (studded leather)  Hit Points  88 (16d8 + 16)  Speed  30 ft.\n'b' STATS STR: 10 (+0) DEX:  14 (+2)  CON:  12 (+1)  INT:  12 (+1)  WIS:  18 (+4)  CHA:  14 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Con  +4,  Wis  +7  Skills   Deception  +5,  Intimidation  +5,  Perception  +10  Senses   darkvision  120 ft., passive  Perception  20  Languages  Common, Feather Speech, Ravenfolk  Challenge  5 (1,800 XP)  Proficiency Bonus  +3 \n'b' SPECIAL TRAITS \n'b'\n'b'  Magic Resistance . The doom croaker has advantage on saving throws against spells and other magical effects. \n'b'  Mimicry . As the ravenfolk scout, except the  Wisdom  ( Insight ) DC is 15. \n'b'  Rune-Powered Weapons . As the ravenfolk warrior, except weapons deal 2d8 radiant damage (included in the  attack ). \n'b'\n'b' ACTIONS \n'b'\n'b'  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. \n'b'  Peck .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 7 (2d4 + 2) piercing damage plus 9 (2d8) radiant damage. \n'b'  Runestaff .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 6 (1d8 + 2) bludgeoning damage plus 9 (2d8) radiant damage. \n'b'  Rune Blast .  Ranged Spell Attack : +7 to hit, range 120 ft., one target.  Hit : 17 (3d8 + 4) radiant damage. \n'b'  Ghost Wings . As the ravenfolk scout, except the save DC is 15. \n'b'  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. \n'b'  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. \n'b'\n'b' ABOUT \n'b' The creature\xe2\x80\x99s face resembles that of a great raven or crow, and it is covered in feathers from head to toe, though without wings. \n'b' The ravenfolk are an avian race of scoundrels, schemers, and sneaks\xe2\x80\x94but they are much more than that. Long ago when Odin brokered the truce that brought peace among the gods, the wily deity magically created the ravenfolk from feathers plucked from his ravens Huginn (Thought) and Muninn (Memory). He placed this new race into the world alongside elves, dwarves, humans, and others to be his eyes and ears. \n'b' These oracles sing the doom of gods and mortals. In addition, they know the runes, and can keep runestaves and runespears humming with the power of runic magic. Assume that many Doom Croakers have mastered one or more runes (explosives runes and glyphs of warding), and that they have access to prophetic knowledge, such as the names of heroic characters, their goals, and the time of their arrival in a ravenfolk rookery or settlement.'