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Monster

Kenku

Medium Humanoid · Chaotic Neutral

Monster Manual Page 194
Armor Class 13
Hit Points 13 (3d8)
Speed Walk 30 ft.
CR 1/4
STR 10 +0
DEX 16 +3
CON 10 +0
INT 11 +0
WIS 10 +0
CHA 10 +0

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.
Confirmation

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