Screech of Madness: The doomsayer emits 20 foot cone of thunderous force, forcing all in the cone to make a wisdom save or take thunder damage and become frightened if you know the language, if you don't you gain one madness and damage is halved instead DC 12(?) WIS save
When encountered you have the opportunity to learn their language, the language can have the chance to be learned after dealing damage to it. Learning this language [Arcana check] will cause psychic damage and madness to the listener but this effect can be saved against [WIS save] to take half damage instead and no madness. Once the language is known, you will make all attacks against the doomsayer with advantage and become immune to their fear effects Terror of the unknown: The doomsayers speak a mysterious language, when facing an opponent that does not understand the language the doomsayer gains various effects * Resistance to damage from attacks * Their Attacks cause wisdom save for fear * Advantage on saving throws * Attacks are made with advantage if more than 10ft away(?) Magic Penetration: The first magically charged attack against a doomsayer can ignore the resistance granted by terror of the unknown, however the language must be acquired to ignore this resistance. Runic Wards- protects against first level spells or lower, gives advantage on spell saves
Bite: Melee attack 5ft range 2d6?+3 piercing damage, WIS save or gives fear to the target. if the target is afraid it also deals bonus psychic damage, grants the doomsayer temporary hp, and ends the fear effect
Nighttime encounter, fought on way to Station, The Hunter, Godsword:E4, E5, E8, E14, E23