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
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.
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