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<blockquote data-quote="BOZ" data-source="post: 1410948" data-attributes="member: 1241"><p>i think i neglected to post the original stats.</p><p></p><p>1E FF:</p><p></p><p>KENKU</p><p>FREQUENCY: Uncommon</p><p>NO. APPEARING: 2-8</p><p>ARMOUR CLASS: 5 n</p><p>HIT DICE: 2-5</p><p>(</p><p>MOVE: 6"/18"</p><p>% IN LAIR: 20%</p><p>TREASURE TYPE: F</p><p>NO. OF ATTACKS: 3 or 1</p><p>DAMAGE/ATTACK:</p><p>1 -4/1-4/1-6 or</p><p>by weapon type</p><p>SPECIAL ATTACKS: Nil</p><p>SPECIAL DEFENCES: See below.</p><p>MAGIC RESISTANCE: 3 0 %</p><p>INTELLIGENCE: Average</p><p>ALIGNMENT: Neutral</p><p>SIZE: M</p><p>PSlONlC ABILITY: Nil</p><p>'e-</p><p>A</p><p>Attack/Defence Modes: Nil</p><p>2HD: 11/28 +2per hit point</p><p>LEVEL/X.P. VALUE:</p><p>3HD:111/120 +3per hit point</p><p>4HD:IV/240 +4per hit point</p><p>5HD:V/420 + 5per hit point </p><p></p><p>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.</p><p>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.</p><p>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.</p><p>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.</p><p>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.</p><p>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).</p><p>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.</p><p>Kenku do not speak; they appear to communicate with each other on the telepathic level.</p><p>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.</p><p>For purposes of aerial combat, they are manoeuvrability class D.</p><p></p><p></p><p>Monstrous Manual:</p><p></p><p>Kenku</p><p></p><p>ENVIRONMENT: Any land </p><p>FREQUENCY: Uncommon </p><p>ORGANIZATION: Clan </p><p>ACTIVITY CYCLE: Any </p><p>DIET: Omnivore </p><p>INTELLIGENCE: Average (8-10) </p><p>TREASURE: F </p><p>ALIGNMENT: Neutral </p><p>NO. APPEARING: 2-8 </p><p>ARMOR CLASS: 5 </p><p>MOVEMENT: 6, Fl 18 (D) </p><p>HIT DICE: 2-5 </p><p>THAC0: 2 HD: 19 </p><p> 3-4 HD: 17 </p><p> 5 HD: 15 </p><p>NO. OF ATTACKS: 3 or 1 </p><p>DAMAGE/ATTACK: 1-4/1-4/1-6 or by weapon </p><p>SPECIAL ATTACKS: Nil </p><p>SPECIAL DEFENSES: See below </p><p>MAGIC RESISTANCE: 30% </p><p>SIZE: M (5'-7' tall) </p><p>MORALE: Elite (13) </p><p>XP VALUE: 2 HD: 175 </p><p> 3 HD: 420 </p><p> 4 HD: 650 </p><p> 5 HD: 975 </p><p></p><p>Kenku are bipedal, humanoid birds that use their powers to annoy and inconvenience the human and demihuman races.</p><p> 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.</p><p></p><p>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.</p><p> 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).</p><p></p><p>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.</p><p> 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.</p><p> 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.</p><p> 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.</p><p> 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.</p><p> 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.</p><p> 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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="BOZ, post: 1410948, member: 1241"] 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. [/QUOTE]
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