Kenku Infiltrator (5e Creature)
Kenku Infiltrator[edit]
Medium humanoid (kenku), neutral Armor Class 13
Saving Throws Dex +5 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. Sneak Attack (1/Turn). The kenku deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the kenku that isn't incapacitated and the kenku doesn't have disadvantage on the attack roll. ACTIONSDagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. BONUS ACTIONSSwift Hands. The kenku makes a Dexterity (Sleight of Hand) check. REACTIONSRebuke the Fools. Whenever a creature misses a melee attack against the kenku, it can make an attack with its dagger against the creature with advantage on the attack roll. |
These kenku have mastered the art of fooling travelers and young adventurers. They steal their items before the fight, and use and abuse the advantage to finish the victim before they can properly react and pick another weapon, if they even have one. |
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