Armor Class
13
Kenku
Medium Humanoid · Chaotic Neutral
Hit Points
13 (3d8)
Speed
Walk 30 ft.
CR
1/4
Traits
Ambusher
In the first round of a combat, the kenku has advantage on attack rolls against any creature it .
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 () check.
Actions
Shortsword
Melee Weapon Attack +5 to hit, reach 5 ft., one target. 6 () Piercing damage.
Shortbow
Ranged Weapon Attack +5 to hit, range 80/320 ft., one target. 6 () Piercing damage.