Medium Humanoid (Kenku), Neutral
Armor Class 13 (16 with barkskin)
Hit Points 13 (3d8)
Speed 30 ft.
STR
10 (+0)
DEX
16 (+3)
CON
10 (+0)
INT
11 (+0)
WIS
10 (+0)
CHA
10 (+0)
Skills Deception +4, Medicine +4, Nature +3, Perception +4, Stealth +5
Senses Passive Perception 12
Languages Auran, Common understands but speaks only through the use of its Mimicry trait, Druidic
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Ambusher. The kenku has advantage on attack rolls against any creature 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 check.

Spellcasting. The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared:

Cantrips (at will): druidcraft, produce flame, shillelagh

1st level (4 slots): entangle, longstrider, speak with animals, thunderwave

2nd level (3 slots): animal messenger, barkskin

Actions

Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 6 (1d8 + 2) bludgeoning damage with shillelagh.

Description

Haunted by an ancient crime that robbed them of their wings, the kenku wander the world as vagabonds and burglars who live at the edge of human society. Kenku suffer from a sinister reputation that is not wholly unearned, but they can prove to be valuable allies. 

Monster Tags: NPChumanoid

Habitat: ForestGrasslandHillMountain

TolkienTrash

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