Monster
Kettlesteam the Kenku
Outside your table’s allowed sources
Official reference · WBtW · 2014
- Creature type
- Humanoid
- Size
- Medium
- Armor class
- 13
- Hit points
- 22 (5d8)
- Speed
- Walk 30 ft.
- Challenge rating
- 1
- Alignment
- Chaotic Neutral
- Strength
- 10
- Dexterity
- 16
- Constitution
- 10
- Intelligence
- 11
- Wisdom
- 10
- Charisma
- 16
- Passive Perception
- 12
- Saving Throws
- wis: +2; cha: +5
- Skills
- arcana: +2; deception: +5; investigation: +2; perception: +2; persuasion: +5; stealth: +5
- Languages
- understands Auran and Common but speaks only through the use of her Mimicry trait
Traits
Mimicry
Kettlesteam can mimic any sounds she has heard, including voices. A creature that hears the sounds can tell they are imitations only with a successful DC 13 Wisdom (Insight) check.
Actions
Multiattack
Kettlesteam makes two Dagger attacks.
Dagger
Melee Weapon Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Twilight Sleep (2/Day)
Kettlesteam targets one creature she can see within 10 feet of her. The target is engulfed in a cloud of magical, sleep-inducing gas and must succeed on a DC 13 Constitution saving throw or fall unconscious for 1 minute. A creature put to sleep by this gas awakens instantly if it takes damage, or if someone uses an action to shake or slap the sleeper awake.
Kettlesteam casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13):
At will: disguise self, friends, mage hand, minor illusion
1/day each: bestow curse, faerie fire, speak with animals