Feathered folk who resemble ravens, kenku are blessed with keen observation and supernaturally accurate memories. None of them can remember the origin of the first kenku, however, and they often joke that there are as many kenku origin stories as there are kenku. Some of them paint their genesis as a curse, being a flightless bird people doomed to mimic other people’s creations. Other kenku recite cryptic but beautiful poems about their advent being a blessed event in which they were sent into the multiverse to observe and catalog its many wonders.

Whatever their true origin, kenku are most often found in the Shadowfell and the Material Plane, and they tend to have the coloration typical of ravens.

  • Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
  • Creature Type. You are a Humanoid.
  • Size. Your size is Medium or Small. You choose the size when you select this race.
  • Speed. Your walking speed is 30 feet.
  • Expert Duplication. When you copy writing or craftwork produced by yourself or someone else, you have advantage on any ability checks you make to produce an exact duplicate.
  • Kenku Recall. Thanks to your supernaturally good memory, you have proficiency in two skills of your choice.
    • Moreover, when you make an ability check using any skill in which you have proficiency, you can give yourself advantage on the check before rolling the d20. You can give yourself advantage in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
  • Mimicry. You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom (Insight) check against a DC of 8 + your proficiency bonus + your Charisma modifier.
  • Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.

Stat Block

Medium Monstrosity, Neutral
AC 13
Initiative +3 (13)
HP 13 (3d8)
Speed 30 ft.
mod
save
mod
save
mod
save
Str
10
+0
+0
Dex
16
+3
+3
Con
10
+0
+0
Int
11
+0
+0
Wis
10
+0
+0
Cha
10
+0
+0
Skills Deception +4Perception +2Stealth +5
Senses Darkvision 60 ft., Passive Perception 12
Languages Common, Primordial (Auran)
CR 1/4 (XP 50; PB +2) 

Traits

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.

Bonus Actions

Eldritch Lantern (Recharge 4–6). The kenku casts Faerie Fire, using Intelligence as the spellcasting ability (spell save DC 10).