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Kenku

Medium humanoid (kenku), any non-lawful
Armor Class 13
Hit Points 13 3d8
Speed 30ft

STR
10 0
DEX
16 +3
CON
10 0
INT
11 0
WIS
10 0
CHA
10 0

Skills Deception +4, Perception +2, Stealth +5
Senses passive Perception 12
Languages Can understand any two languages but speaks only through the use of its Mimicry trait
Challenge 1/4


Ambusher: the kenku has advantage on attack rolls against any creature they have surprised.   Mimicry: the kenku can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell the are imitations with a successful DC 14 Wisdom (Insight) check.


Actions

Shortsword: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 1d6+3 piercing damage.   Shortbow: Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 1d6+3 piercing damage.


 

Kenku are feathered humanoids that wander the world as vagabonds, fallen from grace after being cursed by the goddess Myurdin during the Mithril Era.

Kenku are most often found in urban environments where they try to scrape by in a world that is not built for their cursed bodies.

by Jens Kuczwara

Created by

j.r.youngblut.

Statblock Type

Monster / Creature

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