Ambusher. In the first round of a combat, 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.
Cloak of Shadows. The kenku can become one with the shadows. When she is in an area of dim light or darkness, she can use her action to become invisible. She remains invisible until she makes an attack, casts a spell, or is in an area of bright light.
Eye of the Raven. The Kenku's magic eye can be placed in another's head. They gain the following attributes:
-Darkvision 60ft
-Advantage on Perception checks that rely on sight.
-They may cast Arcane Eye once per long rest. Their Arcane Eye is not invisible and appears as a floating black eye with a +8 to stealth. The host has disadvantage on attack rolls until the eye returns to their socket.
-They may cast See Invisibility once per long rest.
Multiattack. The kenku makes four attacks, each of which can be an unarmed strike or a dart attack. It can also use Shadow Jaunt once, either before or after one of the attacks.
Unarmed Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) bludgeoning damage. If the target is a creature, the adept can choose one of the following additional effects:
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The target must succeed on a DC 16 Strength saving throw or drop one item it is holding
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The target must succeed on a DC 16 Dexterity saving throw or be knocked prone.
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The target must succeed on a DC 16 Constitution saving throw or be stunned until the end of the kenku's next turn.
Dart. Ranged Weapon Attack: +8 to hit, range 20/60 it, one target. Hit: 11 (2d4+4) piercing damage.
Shadow Jaunt. The kenku magically transforms into a Swarm of Ravens and flies up to 50 feet to an unoccupied space it can see. Targets in the swarm's path must pass a DC16 Dexterity Saving throw or take 2d6 damage.
Deflect Missile. In response to being hit by a ranged weapon attack, the kenku deflects the missile. The damage it takes from the attack is reduced by 1d10+8. If the damage is reduced to 0, the kenku catches the missile if it’s small enough to hold in one hand and the kenku has a hand free. When caught in this way, a missile can be thrown at a target as part of the same reaction. +8 to hit, range 20/60 hit:11( 2d4+4)
Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn.
Move: The kenku moves up to its speed without provoking Opportunity Attacks.
Unarmed Strike: The kenku makes one unarmed strike.
Shadow Jaunt (Costs 2 Actions): The Kenku makes one shadow jaunt to a point within 50 feet
Description
Kenku Monk
Lair and Lair Actions
Lair Actions
On initiative count # 20(losing initiative ties), the Kenku takes a lair action to cause one of the following effects; the kenku can’t use the same effect two rounds in a row:
- Casts darkness in a 20ft radius anywhere within the lair
- May summon a swarm of ravens from the rafters