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.
Punch. melee unarmed attack: +4 to hit, reach 5 ft., single target. Hit: 7 (1d6 + 4) bludgeoning damage.
Dropkick. melee unarmed attack: +4 to hit, reach 5 ft., single target. Hit: 4 (1d4 + 4). Con saving throw, knocked back 3ft.
Description
The leader of the three Carls, a small wannabe mercenary group of three kenku brothers. Big Carl is, as his name suggests, the biggest of the three. All brawns and no brains, this disturbingly swole crow man is a menace in the Termite Hill tavern's fighting pit.
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