Kenku Infiltrator (5e Creature)

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Kenku Infiltrator[edit]

Medium humanoid (kenku), neutral


Armor Class 13
Hit Points 45 (10d8)
Speed 35 ft.


STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 10 (+0) 12 (+1) 14 (+2) 14 (+2)

Saving Throws Dex +5
Skills Acrobatics +5, Deception +4, Sleight of Hand +5, Stealth +5
Proficiency Bonus +2
Senses passive Perception 12
Languages understands Auran and Common but speaks only through the use of its Mimicry trait
Challenge 2 (450 XP)


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.

ACTIONS

Dagger. 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 ACTIONS

Swift Hands. The kenku makes a Dexterity (Sleight of Hand) check.

REACTIONS

Rebuke 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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