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Habitat: Forest, Planar (Shadowfell), Urban; Treasure: Implements, Individual

Kenku are birdlike folk who once soared the skies and sang enchanted songs, but a curse stole their wings and transformed their voices. Now kenku slip through the shadows of cities and the Shadowfell, trying to recover what they’ve lost. To some, this means seeking an end to their curse; others search for magic or contraptions to enable them to fly and sing again.

The curse affecting kenku allows them to vocally communicate only by mimicking sounds they’ve heard. Kenku can supernaturally re-create vast varieties of noises, from crying babies to running water and short phrases in others’ voices. Cunning kenku use their mimicry to deceive foes, lure creatures into ambushes, and signal to allies.

Traits

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.

Actions

Shadow Blade. Melee or Ranged Attack Roll: +5, reach 5 ft. or range 60 ft. Hit: 6 (1d6 + 3) Necrotic damage. Hit or Miss: The blade magically returns to the kenku’s hand immediately after a ranged attack.

Bonus Actions

Eldritch Lantern (Recharge 4–6). The kenku casts Faerie Fire, using Intelligence as the spellcasting ability (spell save DC 10).


Kenku

Medium Monstrosity, Neutral
  • Armor Class 13
  • Hit Points 13 (3d8)
  • Speed 30 ft.
  • Initiative +3 (13)
STR
10 (0)
DEX
16 (3)
CON
10 (0)
INT
11 (0)
WIS
10 (0)
CHA
10 (0)
  • Saving Throws Str +0, Dex +3, Con +0, Int +0, Wis +0, Cha +0
  • Skills Deception 4, Perception 2, Stealth 5
  • Senses Darkvision 60 ft., passive Perception 12
  • Languages Common, Primordial (Auran)
  • Challenge 1/4 (50 XP)
  • Habitat Forest, Planar (Shadowfell), Urban
  • Treasure Implements, Individual
  • 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.

Actions


  • Shadow Blade (Melee). Melee Weapon Attack: +5 to hit, reach 5 ft., One Target. Hit: (1d6 + 3) Necrotic damage.
  • Shadow Blade (Ranged). Ranged Weapon Attack: +5 to hit, reach 60 ft., One Target. Hit: (1d6 + 3) Necrotic damage. *Hit or Miss:* The blade magically returns to the kenku’s hand immediately.

Bonus Actions


  • Eldritch Lantern (Recharge 4–6). The kenku casts *Faerie Fire*, using Intelligence as the spellcasting ability (spell save DC 10).
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