Ravenfolk Warrior
Ravenfolk Warrior
Medium humanoid, neutral
- Armor Class 15 (studded leather armor)
- Hit Points 78 (12d8+24)
- Speed 30 ft.
- STR
12 (+1) - DEX
16 (+3) - CON
14 (+2) - INT
10 (+0) - WIS
13 (+1) - CHA
10 (+0)
- Saving Throws Dex +5, Wis +3, Cha +2
- Skills Deception +2, Perception +5, Stealth +5
- Senses darkvision 120 ft., passive Perception 15
- Languages Common, Feather Speech, Huginn
- Challenge 3 (700 XP)
- Rune Weapons. Kept keen with runic magic, runespears and runestaves are two-handed weapons that count as magical, though they provide no bonus to attack. Their magic must be renewed each week by a doom croaker or by Odin's own hand.
- Mimicry. Ravenfolk warriors can mimic the voices of others with uncanny accuracy. They have advantage on Charisma (Deception) checks involving audible mimicry.
Actions
- Multiattack. A ravenfolk warrior makes two runespear attacks, or two longbow attacks, or one ghost wings attack and one runespear attack. It can substitute one peck attack for any other attack.
- Ghost Wings. The ravenfolk warrior furiously "beats"a set of phantasmal wings. Every creature within 5 feet of the ravenfolk must make a successful DC 13 Dexterity saving throw or be blinded until the start of the ravenfolk's next turn.
- Longbow. Ranged Weapon Attack. +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
- Peck. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
- Radiant Runespear. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 7 (1d12 + 1) piercing damage plus 2 (1d4) radiant damage.
- Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Reactions
- Odin's Call. A ravenfolk warrior can disengage after an attack reduces it to 10 hp or less.