Kenku Ringleader
Medium natural humanoid
Level 4 Soldier (Leader) XP 175
Initiative +8 Senses Perception +3; low-light vision
HP 54; Bloodied 27
AC 20; Fortitude 16, Reflex 16, Will 15
Speed 6
(⚔) Spiked Chain (standard, at-will) ✦ Weapon
Reach 2; +11 vs AC; 2d4+5 damage, and the target is marked until the end of the kenku ringleader's next turn.
(➶) Sling (standard, at-will) ✦ Weapon
Ranged 10/20; +11 vs AC; 1d6+5 damage.
⚔ Press the Attack (standard, at-will) ✦ Weapon
Reach 2; targets and enemy marked by the kenku; +11 vs AC; 2d4+5 damage, and the target is knocked prone.
ᗕ Flock Reaction (minor, recharge ⚃⚄⚅)
Close burst 3; targets kenkus; the target shifts 1 square as a free action.
Flock Effect
A kenku ringleader gains a +3 bonus instead of +2 while flanking, and it grants a +3 bonus instead of +2 while aiding another.
Mimicry
A kenku ringleader can mimic sounds and voices. A successful Insight check opposed by the ringleader's Bluff check allows a listener to determine that the effect is faked.
Alignment Unaligned Languages Common
Skills Bluff +10, Intimidate +10
Str 13 (+3) Dex 18 (+6) Wis 12 (+3)
Con 14 (+4) Int 10 (+2) Cha 16 (+5)
Equipment: leather armor , sling , spiked chain .
Published in Monster Manual 2, page(s) 152.