Armor Class
14
(leather)
Hit Points
27
(6d8)
Speed
30 ft.
STR
12
(+1)
DEX
16
(+3)
CON
10
(+0)
INT
16
(+3)
WIS
15
(+2)
CHA
10
(+0)
Saving Throws
DEX +5, INT +5
Skills
Deception +4, Perception +4, Stealth +5
Senses
Passive Perception 14
Languages
understands Infernal and Common but speaks only through the use of its Mimicry trait
Challenge
1/2 (100 XP)
Proficiency Bonus
+2
Traits
Ambusher. In the first round of a combat, the kenku has advantage on attack rolls against any creature it 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.
Actions
Silvered Pike. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 6 (1d10 + 1) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
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