Small Humanoid (Kenku)
Armor Class 13 Natural
Hit Points 13 (3d8)
Speed 30 ft.
STR
18 (+4)
DEX
16 (+3)
CON
10 (+0)
INT
11 (+0)
WIS
10 (+0)
CHA
10 (+0)
Skills Athletics +4
Senses Passive Perception 12
Languages Common
Challenge 1/4 (50 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

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.

BAKEBBE4N

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