Kettlesteam the Kenku

The Wild Beyond the Witchlight p. 52

Size
Medium
Type
humanoid (kenku, warlock)
Alignment
chaotic neutral
AC
13
Hit Points
22 (5d8)
Speed
walk 30 ft.
Saving Throws
Wis +2, Cha +5
Skills
Arcana +2, Deception +5, Investigation +2, Perception +2, Persuasion +5, Stealth +5
Passive Perception
12
Languages
understands Auran and Common but speaks only through the use of her Mimicry trait
Challenge
1
STR
10
+0
DEX
16
+3
CON
10
+0
INT
11
+0
WIS
10
+0
CHA
16
+3

Traits

Proficiency Bonus

+2

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 or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Spellcasting

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

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.

recharge

2/DAY

Spells

disguise self, friends, mage hand, minor illusion, bestow curse, faerie fire, speak with animals

Other data

description