Shade said:
I think it is pretty well finished. I'd be interested in some other folks' feedback on this one, since its powers are so unusual.
doesn't look like anyone's posting - but they can feel free to do so in the future if they want. oh well, time to move on!
KENKU (Average)
Medium-Size Monstrous Humanoid
Hit Dice: 2d8+2 (11 hp)
Initiative: +2 (Dex)
Speed: 20 ft, fly 50 ft (poor)
AC: 15 (+2 Dex, +2 leather armor, +1 natural)
Attacks: 2 claws +2 melee, beak -3 melee; or scimitar +2 melee; or quarterstaff +2 melee
Damage: Claw 1d4, beak 1d4; or scimitar 1d6; or quarterstaff 1d6/1d6
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Spell-like abilities
Special Qualities: SR 17, darkvision 60 ft
Saves: Fort +1, Ref +5, Will +3
Abilities: Str 10, Dex 15, Con 13, Int 10, Wis 10, Cha 10
Skills: Disguise +6, Escape Artist +4, Hide +6, Listen +3, Move Silently +6, Open Lock +4, Pick Pocket +4, Spot +3
Feats: Flyby Attack
Climate/Terrain: Any land
Organization: Solitary, pair, or gang (3-6)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually neutral
Advancement: —
Kenku are bipedal, humanoid birds standing about 6 feet tall. A kenku resembles a humanoid-hawk. It has both arms and wings. A kenku’s feathers are either brown with white markings or black with green markings. Its eyes are yellow.
Kenku do not speak, but use symbols, pantomime, and sign language to communicate amongst themselves.
Combat
Kenku prefer to attack with a weapon, either a scimitar or quarterstaff. If unarmed, a kenku attacks with its claws and beak.
Spell Like Abilities: Once every 30 days, a kenku can polymorph self (as the spell) at will. It can retain this form for up to seven days. Each above average kenku has additional spell-like abilities available (see text below for each).
Skills: Kenku receive a +4 racial bonus to Disguise checks.
KENKU (Clan Elder)
Medium-Size Monstrous Humanoid
Hit Dice: 3d8+6 (19 hp)
Initiative: +2 (Dex)
Speed: 20 ft, fly 50 ft (poor)
AC: 15 (+2 Dex, +2 leather armor, +1 natural)
Attacks: 2 claws +4 melee, beak +2 melee; or scimitar +4 melee; or quarterstaff +4 melee
Damage: Claw 1d4+1, beak 1d4; or scimitar 1d6+1; or quarterstaff 1d6+1/1d6+1
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Spell-like abilities
Special Qualities: SR 17, darkvision 60 ft
Saves: Fort +3, Ref +5, Will +4
Abilities: Str 12, Dex 14, Con 14, Int 12, Wis 12, Cha 12
Skills: Disguise +8, Escape Artist +5, Hide +6, Listen +6, Move Silently +6, Open Lock +4, Pick Pocket +4, Spot +6
Feats: Flyby Attack, Multiattack
Climate/Terrain: Any land
Organization: Solitary, pair, or gang (3-6
Challenge Rating: 2
Treasure: Standard
Alignment: Usually neutral
Advancement: —
Combat
Spell Like Abilities:.1/day—magic missile. This ability is as the spell cast by a 3rd-level sorcerer.
KENKU (Clan Guard)
Medium-Size Monstrous Humanoid
Hit Dice: 4d8+8 (26 hp)
Initiative: +2 (Dex)
Speed: 20 ft, fly 50 ft (poor)
AC: 16 (+2 Dex, +3 studded leather, +1 natural)
Attacks: 2 claws +6 melee, beak +4 melee; or scimitar +6 melee; or quarterstaff +6 melee
Damage: Claw 1d4+2, beak 1d4+1; or scimitar 1d6+2; or quarterstaff 1d6+2/1d6+2
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Spell-like abilities
Special Qualities: SR 17, darkvision 60 ft
Saves: Fort +3, Ref +6, Will +5
Abilities: Str 14, Dex 14, Con 15, Int 13, Wis 13, Cha 14
Skills: Disguise +10, Escape Artist +6, Hide +6, Listen +7, Move Silently +6, Open Lock +4, Pick Pocket +4, Spot +7
Feats: Flyby Attack, Multiattack
Climate/Terrain: Any land
Organization: Solitary, pair, or patrol (3-6 plus 3-6 average kenku)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually neutral
Advancement: —
Combat
Spell Like Abilities:. At will—invisibility (unlimited duration); 1/day—magic missile, shocking grasp. These abilities are as the spells cast by a 4th-level sorcerer (save DC 12 + spell level).
KENKU (Clan Leader)
Medium-Size Monstrous Humanoid
Hit Dice: 5d8+15 (37 hp)
Initiative: +1 (Dex)
Speed: 20 ft, fly 50 ft (poor)
AC: 16 (+1 Dex, +3 studded leather, +2 natural)
Attacks: 2 claws +8 melee, beak +6 melee; or scimitar +8 melee; or quarterstaff +8 melee
Damage: Claw 1d4+3, beak 1d4+1; or scimitar 1d6+3; or quarterstaff 1d6+3/1d6+3
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Spell-like abilities
Special Qualities: SR 17, darkvision 60 ft
Saves: Fort +4, Ref +5, Will +6
Abilities: Str 16, Dex 13, Con 16, Int 14, Wis 14, Cha 16
Skills: Disguise +12, Escape Artist +5, Hide +6, Listen +8, Move Silently +6, Open Lock +4, Pick Pocket +3, Spot +8
Feats: Flyby Attack, Multiattack, Power Attack
Climate/Terrain: Any land
Organization: Company (leader plus 2-5 average kenku and 1-2 guards), squad (leader plus 11-20 average kenku and 5-10 guards), or band (30-100 average kenku plus 20% noncombatants plus 2-5 elders, 10-20 guards, and 1 leader of 7th level)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Combat
Spell Like Abilities: At will—invisibility (unlimited duration); 1/day—call lightning, magic missile, shocking grasp, web. These abilities are as the spells cast by a 5th-level sorcerer (save DC 13 + spell level).
KENKU SOCIETY
The actual structure of kenku society is elusive. The kenku themselves either refuse to comment or lie. Those kenku lairs that have been encountered tend to be small underground chambers or cave complexes. It is believed that large caverns deep underground may hold sizeable kenku communities.
Kenku reproduction is similar to that of large birds. The female lays a clutch of two to four eggs that hatch after 60 days. New hatchlings are featherless, helpless, and have 1 hit point each. Hatchlings grow swiftly and gain 1 hit point each month. Within six to eight months they have adult feathers and are able to function independently as 1 HD kenku. At this point they begin to learn to use the skills they need as adults (thieving, fighting, disguise). If a hatchling is captured, it either lacks this training or has whatever minimal skills it acquired before capture.
Younger kenku are reckless and prone to audacious plans. They have been known to pass themselves off as gods and collect the worshipers' offerings. Older kenku are more reserved and cunning, preferring to kidnap wealthy humanoids as a source of revenue.
Domestically raised kenku are prized as servants. Kenku eggs are commonly sold for 250 gp, hatchlings for 300-500 gp. However, this is a form of slave trade, with all the attendant complications. If a kenku discovers captive kenku, it will attempt to secretly rescue the captive and, if possible, kidnap the slave trader or owner. They will avenge slain kenku.
KENKU CHARACTERS
The favored class of the kenku is rogue. Kenku leaders are generally rogue/fighters or rogue/sorcerers.
The Kenku first appeared in the 1e FF (1981).
and some pictures of the kenku, also: