Medium Undead (Kenku), Neutral Evil
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.

Habitat: ForestSwampUrban

houshe

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