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.
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.
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