Armor Class
11
Hit Points
20
(3d8 + 7)
Speed
20 ft.
STR
8
(-1)
DEX
12
(+1)
CON
14
(+2)
INT
3
(-4)
WIS
7
(-2)
CHA
4
(-3)
Damage Immunities
Poison
Condition Immunities
Poisoned
Senses
Passive Perception 9
Languages
understands Common but cannot speak
Challenge
1/4 (50 XP)
Proficiency Bonus
+2
Traits
Ambusher. In the first round of a combat, the kenku has advantage on attack rolls against any creature it has surprised.
Undead Fortitude. If damage reduces the zombie kenku to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Actions
Spear. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Description
These kenku have been risen through necromantic means. While dumber and clumsier than they were in life, they are easy to order around.
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