When approaching a party of adventurers, these creatures will Detect alignment automatically on the members, checking a maximum of one character per round unless there are fairly large parties involved.
Good-aligned characters with any injuries will be touched by the koodjanuk, who can Cure wounds by touch as if an 8th-level Paladin had laid hands on that character (i.e., 16 points of damage may be cured per touch). The koodjanuk can do this three times a day, and may also decide to use some of its regular curative spells if it has any that day.
Koodjanuks are on excellent terms with the other beings of the Upper Planes (such as titans, ki-rin, lammasu, and the like), and there is a 15% chance that they will be found with these beings if encountered randomly in a cold climate.
Koodjanuks use Clerical spells at the 12th level of ability. They may use seven 1st-level spells, six 2nd-level spells, five 3rd, four 4th, three 5th, two 6th, and one 7th-level spell per day; these should be rolled up randomly by the DM.
Good-aligned characters with any injuries will be touched by the koodjanuk, who can Cure wounds by touch as if an 8th-level Paladin had laid hands on that character (i.e., 16 points of damage may be cured per touch). The koodjanuk can do this three times a day, and may also decide to use some of its regular curative spells if it has any that day. A koodjanuk cannot use the reversed (and usually evil) forms of its spells, such as Darkness or Cause wounds.
Koodjanuks ignore neutrals, neither harming or helping them (though they might give directions and advice). Evil beings, however, will usually be attacked physically (beak attack if on the ground or claw attack if in the air). magically (with Flame strike, Insect plague, or the like, if available), or psionically (if the Evil beings it fights are psionic).