Clonk
Baldur's Gate: Descent Into Avernus p. 83
- Size
- Medium
- Type
- humanoid (kenku)
- Alignment
- chaotic neutral
- AC
- 13
- Hit Points
- 13 (3d8)
- Speed
- walk 30 ft.
- Skills
- Deception +4, Perception +2, Stealth +5
- Passive Perception
- 12
- Languages
- understands Auran and Common but speaks only through the use of its Mimicry trait
- Challenge
- 1/4
- Lineage
- Kenku
- Environment
- forest, urban
Traits
Ambusher
In the first round of a combat, Clonk has advantage on attack rolls against any creature it surprised.
Mimicry
Clonk 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
Hellfire Warhammer
This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil (described in the Monster Manual).
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d8) bludgeoning damage, or 5 (1d10) bludgeoning damage when wielded with two hands.
Shortsword
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Shortbow
Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Other data
description
Stat Block Origin: Kenku Source: Baldur's Gate: Descent Into Avernus p. 83