Ravenfolk Warrior
Medium Humanoid (kenku), neutral
Armor Class 15 (studded leather armor)
Hit Points 78 (12d8+24)
Speed walk +30
Challenge 3
Saving Throws cha +2, dex +5, wis +3
Skills stealth +5, deception +2, perception +5
Senses darkvision 120 ft., passive Perception 15
Languages Common, Feather Speech, Huginn
Special Abilities
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.
Source: Tome of Beasts · OGL/Open