kenku sharpshooters


Medium humanoid (kenku), chaotic neutral

Armor Class 13 (add +2 for cover)

Hit Points 13 (3d8)

Speed 30 ft.

STR        DEX        CON        INT        WIS        CHA

10 (+0)    16 (+3)    10 (+0)    11 (+0)    10 (+0)    10 (+0)

Skills Deception +4, Perception +2, Stealth +5

Senses Passive Perception 12

Languages Auran, Common understands but speaks only through the use of its Mimicry trait

Challenge 1/4 (50 XP)

Ambusher. The kenku has advantage on attack rolls against any creature it has surprised.

Hidden Strike. A kenku deals 8 (2d4 + 3) extra damage against any target from which it is hidden.

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.

Nekode. Kikonu has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Sniper. When a kenku sharpshooter makes a ranged attack from hiding and misses, it is still considered to be hiding.

Ninja. The kenku sharpshooter can take the Disengage or Hide action as a bonus action on each of its turns.


Ninja-To. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

Hit: 6 (1d6 + 3) slashing damage plus wasp venom.

Hankyu. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target.

Hit: 6 (1d6 + 3) piercing damage.