Ravenfolk Warrior

Medium humanoid (kenku), Neutral

Armor Class

15 (studded leather armor)

Hit Points

78 (12d8+24)

Speed

walk 30 ft.

Saves

Dex +5, Wis +3, Cha +2

Skills

Deception +2, Perception +5, Stealth +5

Senses

darkvision 120 ft.

Languages

Common, Feather Speech, Huginn

Challenge

3

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.