KENKU SHARPSHOOTER
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.
Actions
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.