Anthropomorphic Fusion!!!
I felt that my homebrewed version of 'kenku' needed a rework. Thus, I combined the Ability Scores from the eagle, hawk, raven and owl entries in the SRD and then applied the anthropomorphic animal template to the resulting stats.
With a little tweaking I present the Kenku of Kulan.
Kenku (of Kulan)
Medium-Size Monstrous Humanoid
Hit Dice: 2d8+2 (11 hp)
Initiative: +2 (Dex)
Speed: 20 ft., fly 50 ft. (average)
AC: 12 (+2 Dex)
Attacks: 2 claws +4 melee, bite +2 melee; or by weapon +2 melee; or by weapon +4 ranged
Damage: Claw 1d4, bite 1d6; or by weapon
Face/Reach: 5 ft. / 5 ft.
Special Qualities: Darkvision 60 ft., raven-headed kenku also have SR equal to 10 + any character levels
Saves: Fort +1, Ref +5, Will +6
Abilities: Str 10 (+0), Dex 14 (+2), Con 13 (+1), Int 11 (+0), Wis 16 (+3), Cha 10 (+0)
Skills: Disguise +10, Innuendo +12, Listen +4 *, Move Silently +4 *, Spot +5 **
Feats: Desert Dweller (SS), Multiattack (B), Weapon Finesse (claw, bite) (B)
Climate/Terrain: The Fallenlands – any desert, hills, or plains
Organization: Solitary, pair, gang (3–6), or caravan (30–50 plus 10% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th – 6th-level)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: By character class
Level Adjustment: Hawk and Eagle-headed +1; Raven and Owl-headed +2
Known for their ability to annoy other races to the brink of insanity, kenku are a race of bird-headed humanoids. The typical kenku looks like a humanoid hawk but other bird heads, such as eagles, ravens and owls, are possible. These humanoids have both arms and wings, which are usually folded across the back. A kenku's feathers are predominantly brown with white under-feathers and face markings. A kenku's eyes are a brilliant yellow.
A kenku's type of head doesn't affect racial abilities, beyond those listed in the statistics block above, but does dictate the kenku's favored class (see below). Kenku and nagpas are related but both races usually deny it. However, a kenku is more likely to lie and say that they are related to nagpas if it will get them out of a dangerous situation.
Most kenku wear simple clothes that help them remain cool under the desert sun of the Fallenlands. Kenku's are fond of wearing abas, cloaks, dolmans, and keffiyehs. Raven-headed kenku tend to dress in fine caftans and turban wraps. Kenku females do not wear chadors or have to hide their features, as kenku society isn't like Arabian society. They simply dress similar. Kenku's cannot wear boots or sandals.
Kulan kenku aren’t mute, having a racial language. However, most kenku won't speak it in front of other races and will instead use sign language.
Combat
Kenku tend to negotiate first, fight second. Not to make peace but to try and swindle opponents out of their possessions.
If forced to fight, hawk-headed kenku will lead the charge, while eagle and owl-headed kenku with levels in cleric and wizard respectively, will use magic from a safe distance or in the air. Opponents must also worry about being sneak attacked by raven-headed kenku with levels in rogue.
A kenku caught alone without weapons is still a dangerous opponent, however, as they can attack just as easily with their natural weapons. Raven-headed kenku wizards favor using natural attacks combined with arcane spells.
Skills: All kenku receive a +8 racial bonus to Disguise and Innuendo checks. *Owl-headed kenku receive a +8 racial bonus to Listen checks, and a +14 to Move Silently checks. **All kenku receive a +8 racial bonus to Spot checks during daylight, except for owl-headed kenku, who receive a +8 racial bonus to Spot checks in dusk and darkness conditions.
Kenku Society
Opponents exposed to the kenku society of other worlds aren’t going to have the same experience when dealing with the kenku of Kulan. The kenku of the Fallenlands are almost never encountered beyond the shores of the Fallenlands. Some wonder where they came from, as they are not a native race of the world. Yet, they have been here longer than the other races of the Fallenlands, except for the nagpa and the jann.
Kenku society is nomadic and strangely tight-knit considering their chaotic behavior towards other races. Kenku use camels as beasts of burden and as food but never ride mounts. They are content to walk or fly to wherever they happen to be going (most are happy to see them leave but not arrive).
Kenku are known for setting up around remote oasis’s of the deserts of the Fallenlands and charging for the right to use the oasis’s water. Most kenku caravans include between 30 to 50 adults and children equal to 10% of the total number of adults.
Very little is known of true kenku society beyond what is described above.
Kenku Characters
Favored Class: Hawk-headed - Fighter, Eagle-headed - Cleric, Raven-headed - Wizard, Owl-headed - Rogue.
Kenku clerics may choose any two of the following domains: Air, Chaos, Luck, Sun, and Trickery.
{EDIT}
BTW, does anyone have stats for a vulture?