Medium Humanoid (Kenku), Chaotic Neutral
Armor Class 13
Hit Points 13 (3d8)
Speed 30 ft.
STR
10 (+0)
DEX
16 (+3)
CON
10 (+0)
INT
15 (+2)
WIS
10 (+0)
CHA
10 (+0)
Skills Deception +4, Perception +2, Stealth +5
Senses Passive Perception 12
Languages Auran, Common understands 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 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 (Insight) check.

Spellcasting. The Kenku is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared:

Cantrips (at will): dancing lights, minor illusion, prestidigitation

1st level (4 slots): hideous laughter, sleep, snare

2nd level (2 slots): blindness/deafness, invisibility

 

Actions

Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Description

The kenku of Crowsbait Cove are a secretive and tribal people. They spend their days foraging in the forest and worshiping, but when interlopers come to their island they have been known to attack when night falls. 

Habitat: Forest

Giev

Comments

Posts Quoted:
Reply
Clear All Quotes