13
13 (3d8)
walk 30 ft.
Deception +4, Perception +2, Stealth +5
understands Auran and Common but speaks only through the use of its Mimicry trait
1/4
In the first round of a combat, the kenku has advantage on attack rolls against any creature it surprised.
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.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.