D&D 3.x Creature Catalog 3.5 Overhaul Project

Isn’t 60 pounds kind of light? I could see them not being super heavy, but I’d think they might at least be comparable to an elf in weight.

I was thinking about raising its Cha score, but kept forgetting to say anything. We’d run into the same problem we had from the ingundi having a low Cha score. 17 sound better? We’ll make that its highest score, since it should be anyway.

How about a slight reworking of skills:
Skills: Hide +8*, Knowledge (arcana) +5, Knowledge (nature) +5, Listen +6, Move Silently +8*, Spot +6, Survival +6, Use Magic Device +16

I removed Animal Empathy altogether since it has no use in 3.5; if you think we really need it, we could use wild empathy instead, as suggested.
 

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BOZ said:
Isn’t 60 pounds kind of light? I could see them not being super heavy, but I’d think they might at least be comparable to an elf in weight.
I was thinking that they are only 4 feet tall and the images make them look thin. Go ahead and up it a bit if you'd prefer.

BOZ said:
I was thinking about raising its Cha score, but kept forgetting to say anything. We’d run into the same problem we had from the ingundi having a low Cha score. 17 sound better? We’ll make that its highest score, since it should be anyway.
17 sounds great.

BOZ said:
How about a slight reworking of skills:
Skills: Hide +8*, Knowledge (arcana) +5, Knowledge (nature) +5, Listen +6, Move Silently +8*, Spot +6, Survival +6, Use Magic Device +16
Excellent.

BOZ said:
I removed Animal Empathy altogether since it has no use in 3.5; if you think we really need it, we could use wild empathy instead, as suggested.
I don't think it needs it.
 


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.
 

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! :D


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:
 

Attachments


I'm still surprised that these guys didn't make it into Oriental Adventures.

The first thing that strikes me is the Advancement line for most of 'em being "-". I think we should follow our own lead and make it "By character class" for all. (That's how we did the ba'atun).
 


ok, here's just the new stat blocks:

Kenku
Medium Monstrous Humanoid
Hit Dice: 2d8+2 (11 hp)
Initiative: +2
Speed: 20 ft (4 squares), fly 50 ft (poor)
Armor Class: 15 (+2 Dex, +2 leather armor, +1 natural), touch 12, flat-footed 13
Base Attack/Grapple: +2/+2
Attack:
Full Attack: 2 claws +2 melee (1d4) and beak -3 melee (1d6) or scimitar +2 melee (1d6/18-20/x2) or quarterstaff +2 melee (1d6/1d6/x2)
Space/Reach: 5 ft/5 ft
Special Attacks: Spell-like abilities
Special Qualities: Darkvision 60 ft, spell resistance 17
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

Environment: Any land
Organization: Solitary, pair, or gang (3-6)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +X


Kenku (Clan Elder)
Medium Monstrous Humanoid
Hit Dice: 3d8+6 (19 hp)
Initiative: +2
Speed: 20 ft (4 squares), fly 50 ft (poor)
Armor Class: 15 (+2 Dex, +2 leather armor, +1 natural), touch 12, flat-footed 13
Base Attack/Grapple: +3/+4
Attack:
Full Attack: 2 claws +4 melee (1d4+1) and beak +2 melee (1d6+1) or scimitar +4 melee (1d6+1/18-20/x2) or quarterstaff +4 melee (1d6+1/1d6+1/x2)
Space/Reach: 5 ft/5 ft
Special Attacks: Spell-like abilities
Special Qualities: Darkvision 60 ft, spell resistance 17
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

Environment: Any land
Organization: Solitary, pair, or gang (3-6
Challenge Rating: 2
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +X


Kenku (Clan Guard)
Medium Monstrous Humanoid
Hit Dice: 4d8+8 (26 hp)
Initiative: +2
Speed: 20 ft (4 squares), fly 50 ft (poor)
Armor Class: 16 (+2 Dex, +3 studded leather, +1 natural), touch 12, flat-footed 14
Base Attack/Grapple: +4/+6
Attack:
Full Attack: 2 claws +6 melee (1d4+2) and beak +4 melee (1d6+1) or scimitar +6 melee (1d6+2/18-20/x2) or quarterstaff +6 melee (1d6+2/1d6+2/x2)
Space/Reach: 5 ft/5 ft
Special Attacks: Spell-like abilities
Special Qualities: Darkvision 60 ft, spell resistance 17
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

Environment: Any land
Organization: Solitary, pair, or patrol (3-6 plus 3-6 average kenku)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +X


Kenku (Clan Leader)
Medium Monstrous Humanoid
Hit Dice: 5d8+15 (37 hp)
Initiative: +1
Speed: 20 ft (4 squares), fly 50 ft (poor)
Armor Class: 16 (+1 Dex, +3 studded leather, +2 natural), touch 12, flat-footed 14
Base Attack/Grapple: +5/+8
Attack:
Full Attack: 2 claws +8 melee (1d4+3) and beak +6 melee (1d6+1) or scimitar +8 melee (1d6+3/18-20/x2) or quarterstaff +8 melee (1d6+3/1d6+3/x2)
Space/Reach: 5 ft/5 ft
Special Attacks: Spell-like abilities
Special Qualities: Darkvision 60 ft, spell resistance 17
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

Environment: 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
Level Adjustment: +X
 

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).
Should we change this to Change Shape, since its duration is so long?
 

i think i neglected to post the original stats.

1E FF:

KENKU
FREQUENCY: Uncommon
NO. APPEARING: 2-8
ARMOUR CLASS: 5 n
HIT DICE: 2-5
(
MOVE: 6"/18"
% IN LAIR: 20%
TREASURE TYPE: F
NO. OF ATTACKS: 3 or 1
DAMAGE/ATTACK:
1 -4/1-4/1-6 or
by weapon type
SPECIAL ATTACKS: Nil
SPECIAL DEFENCES: See below.
MAGIC RESISTANCE: 3 0 %
INTELLIGENCE: Average
ALIGNMENT: Neutral
SIZE: M
PSlONlC ABILITY: Nil
'e-
A
Attack/Defence Modes: Nil
2HD: 11/28 +2per hit point
LEVEL/X.P. VALUE:
3HD:111/120 +3per hit point
4HD:IV/240 +4per hit point
5HD:V/420 + 5per hit point

Bipedal humanoid birds with wings, clawed hands and feet, and the head of a hawk with a sharp beak, kenku are mischievous creatures which habitually use their limited magical powers to annoy and in- convenience humans, though their intent is not usually to kill. Every kenku has thieving abilities a t the 4th level of experience and they are also expert fighters, usually wielding a quarterstaff or a samurai sword. If unarmed they fight with two claws (1-4 hit points of damage each) and a vicious bite for 1-6 hit points of damage.
If a group of kenku is encountered, it s members will depend on the group size. A small group will contain two creatures of 2HD and two of 3HD or three and two respectively; a group of 6 or 7 will contain a leader of 4HD, two creatures of 3HD and three or four of 2HD. While a group of 8 will contain a supreme leader of 5HD.
Kenku of 3HD or more have certain magical powers. A 3HD creature will have one first-level magic-user spell - often magic missile. They also have the innate ability of shape change once in every 30 days; after 7 days in the changed shape, they must resume normal form. Particularly adventurous kenku have been known to use this power to assume the form of a god and accept offerings from credulous wor- shippers, and this is but one example of the bizarre uses to which kenku, and particularly the younger of the species, have put this power.
Kenku of 4HD have all the powers of those with 3HD plus an additional first-level magic-user spell - usually shocking grasp. They also have the innate ability of invisibility with no limitations on frequency of use or duration of effects. Again, these powers are sometimes put t o unusual uses, but 4HD kenku tend to be older than the 3HD birds (the innate abilities develop with age and suitable training) and less reckless in their activities.
Kenku with 5HD have all the powers of those with 4HD plus a second-level magic-user spell - usually mirror-image or web. They may also call lightning - an innate ability which has the same effects as the 3rd level druidic spell.
All kenku have welldeveloped disguise abilities and can pass for human with only a 50% chance of detection (though the length of the nose usually gives away the deception).
Kenku favour kidnapping as a source of funds. They will freely give treasure but this is rarely genuine and will crumble to a valueless dust within a day. They will appear helpful to humans and will offer non-verbal advice, though this is usually carefully designed to mislead and to tempt the party into danger and/or difficulties. As a rough guide, the approximate chance of a kenku actually aiding humans is 5%. though this will vary with the circumstances.
Kenku do not speak; they appear to communicate with each other on the telepathic level.
It is rumoured that kenku of more than 5HD exist with even greater magical powers. Kenku lairs so far discovered have been small underground caverns but it is believed that larger caverns, deeper under- ground, contain larger numbers of the beasts in a formalised social structure.
For purposes of aerial combat, they are manoeuvrability class D.


Monstrous Manual:

Kenku

ENVIRONMENT: Any land
FREQUENCY: Uncommon
ORGANIZATION: Clan
ACTIVITY CYCLE: Any
DIET: Omnivore
INTELLIGENCE: Average (8-10)
TREASURE: F
ALIGNMENT: Neutral
NO. APPEARING: 2-8
ARMOR CLASS: 5
MOVEMENT: 6, Fl 18 (D)
HIT DICE: 2-5
THAC0: 2 HD: 19
3-4 HD: 17
5 HD: 15
NO. OF ATTACKS: 3 or 1
DAMAGE/ATTACK: 1-4/1-4/1-6 or by weapon
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 30%
SIZE: M (5'-7' tall)
MORALE: Elite (13)
XP VALUE: 2 HD: 175
3 HD: 420
4 HD: 650
5 HD: 975

Kenku are bipedal, humanoid birds that use their powers to annoy and inconvenience the human and demihuman races.
The typical kenku resembles a humanoid hawk wearing human clothing. Kenku have both arms and wings. The wings are usually folded across the back and may be mistaken at a distance for a large backpack. Height ranges from 5 to 7 feet. The feathers are predominantly brown with white underfeathers and face markings. The eyes are a brilliant yellow.

Combat: All kenku have the skills of 4th-level thieves. They are expert fighters and usually attack with a scimitar or quarterstaff. If unarmed, they attack with either pair of claws (two attacks for 1d4 points of damage apiece) and their beak (1d6 points of damage). If they are on foot, they use the hand claws. If in flight, the foot claws are used. They do not usually kill unless their own lives are threatened by the survival of their foe. All kenku have well-developed disguise skills. They have a 50% chance of passing for human, although their disguises often have telltale large noses.
A 3-Hit Die kenku has one 1st-level wizard spell, usually magic missile. Once each 30 days a kenku can shape change and retain that shape for up to seven days. A 4-Hit Die kenku has an extra 1st-level spell, often shocking grasp. They gain the innate ability to become invisible with no limitation on duration or frequency of use. A 5-Hit Dice kenku leader gains an additional 2nd-level mage spell, usually mirror image or web, and the innate ability to call lightning (the same as the 3rd-level priest spell).

Habitat/Society:Kenku are a secretive race that lives among the human and demihuman races without the bulk of the population ever being aware of their presence.
If a group of kenku is encountered, the group's size determines its composition. A group of five or fewer contains two 2-Hit Dice and three 3-Hit Dice kenku. A group of six or seven has a leader with 4 Hit Dice, three kenku with 3 Hit Dice, and the rest have 2 Hit Dice. A group of eight kenku adds a supreme leader of 5 Hit Dice.
Kenku do not speak; although they may give out bird-like squawks, these are gibberish. Kenku apparently communicate with each other telepathically. They are adept at symbols, sign language, and pantomime.
Kenku may appear to be friendly, helpful, and even generous. They freely give treasure to humans and demihumans, but it is rarely genuine and crumbles into dust within a day. They may offer nonverbal advice to humanoids, but this is carefully designed to mislead. It may actually lead the party into dangers and difficulties they might otherwise have avoided. As a rule of thumb, kenku have only a 5% chance of actually helping people.
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, including individuals of 6 Hit Dice or more and with greater magical powers.
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-Hit Die kenku. At this point they can 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 (3 Hit Dice or less) are reckless and prone to audacious plans. They have been known to pass themselves off as gods and collect the worshipers's offerings. Older kenku are more reserved and cunning, preferring to kidnap wealthy humans and demihumans as a source of revenue.

Ecology: 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.
 

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