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.
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
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.
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.
Kettlesteam the kenku snoops around the carnival under the cover of a disguise self spell, looking to cause trouble. The kenku has stolen the voice of a human mime named Candlefoot (see "Hall of Illusions "earlier in the chapter). While this prize remains in her possession, Kettlesteam can speak clearly in Candlefoot's soft, silky voice.