Medium Humanoid (Kenku), Lawful Good
Armor Class 13
Hit Points 13 (3d8)
Speed 30 ft.
STR
17 (+3)
DEX
16 (+3)
CON
10 (+0)
INT
11 (+0)
WIS
10 (+0)
CHA
14 (+2)
Skills Athletics +5, Deception +4, Perception +2, Persuasion +6, Religion +2
Senses Passive Perception 12
Languages understands Auran and Common but speaks only through the use of its Mimicry trait
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Ambusher. The kenku has advantage on attack rolls against any creatures it has surprised.

Mimicry. The kenku can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.

Divine Smite (PB/Long Rest). When the kenku hits a creature with a melee weapon attack, it can expend a use of this feature to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for one use, plus 1d8 for each additional use expended as part of the same hit.

Actions

Maul. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.

Lay on Hands. The kenku touches a creature and expends a number of hit dice. The creature regains hit points equal to the total rolled on those hit dice.

Monster Tags: NPC

Habitat: Urban

TorchwoodsFinest

Comments

Posts Quoted:
Reply
Clear All Quotes