# Ravenfolk Doom Croaker *Medium* *Humanoid* *Neutral* - **Armor Class:** 14 (studded leather) - **Hit Points:** 88 (16d8 + 16) - **Speed:** walk 30 ft. - **Challenge Rating:** 5 (1,800 XP) - **Source:** Tome of Beasts 2023, page 305 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 10 (+0) | 14 (+2) | 12 (+1) | 12 (+1) | 18 (+4) | 14 (+2) | - **Saving Throws**: Con +4, Wis +7 - **Skills:** Deception +5, Intimidation +5, Perception +10 - **Damage Vulnerabilities:** False - **Damage Immunities:** False - **Damage Resistances:** False - **Condition Immunities:** False - **Senses:** darkvision 120 ft., passive Perception 20 - **Languages:** Common, Feather Speech, Ravenfolk ### Special Abilities - **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). ### Actions - **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.