Kenku

Monster Manual (2025) p. 183

Size
Medium
Type
monstrosity
Alignment
neutral
AC
13
Initiative
3
Hit Points
13 (3d8)
Speed
walk 30 ft.
Skills
Deception +4, Stealth +5, Perception +2
Senses
darkvision 60 ft.
Passive Perception
12
Languages
Common, Primordial (Auran)
Challenge
1/4
Environment
forest, planar (shadowfell), urban
STR
10
+0
DEX
16
+3
CON
10
+0
INT
11
+0
WIS
10
+0
CHA
10
+0

Traits

Proficiency Bonus

+2

Treasure

Implements: The monster's treasure hoard features magic items with the noted theme. The Dungeon Master's Guide details treasure hoards appropriate for each theme. Individual: The monster doesn't have a treasure hoard, but it might keep monetary treasure.

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.

Eldritch Lantern (Recharge 4-6) (Bonus Action)

The kenku casts Faerie Fire, using Intelligence as the spellcasting ability (spell save DC 10).

recharge

D4

Other data

description

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.