Kettlesteam the Kenku

(The Wild Beyond the Witchlight)

Medium humanoid (kenku, warlock), Chaotic Neutral

Armor Class13
Hit Points22 (5d8)
Speed30 ft.
STRDEXCONINTWISCHA
10 (+0) 16 (+3) 10 (+0) 11 (+0) 10 (+0) 16 (+3)
Saving ThrowsCha +5, Wis +2
SkillsArcana +2, Deception +5, Investigation +2, Perception +2, Persuasion +5, Stealth +5
Damage Vulnerabilities—
Damage Resistances—
Damage Immunities—
Condition Immunities—
Sensespassive Perception 12
Languagesunderstands Auran and Common but speaks only through the use of her Mimicry trait
Challenge1

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 or Ranged Attack Roll: +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.

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 each/day: bestow curse, faerie fire, speak with animals