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Kenku (kenk-KOO)


Kenku are a race of flightless avian humanoids of Esau. They tended to be loyal to those they like and aggressive towards people they take a disliking too.

Kenku are considered to be a cursed race. They were believed to have been creatures capable of flight with their own voices - but had these abilities stolen from them by an evil master and are now both flightless and without their own voice - resorting to mimicry. They retain their crow appearance, appearing as a short humanoid with feathers, talons and a beak.



GENERAL STATS Medium humanoid - looks crowlike
chaotic neutral
Armour Class = 13
Hit Points = 13 (3d8)
Speed = 30 ft.
STR = 10 (+0)
DEX = 16 (+3)
CON = 10 (+0)
INT = 11 (+0)
WIS = 10 (+0)
CHA = 10 (+0)

Skills: Deception +4, Perception +2, Stealth +5
Senses: passive Perception 12
Languages = understands Auran and Common - but speaks only through the use of its Mimicry trait
Challenge 1/4 (50 XP)

Ambusher
In the first round of a combat, the kenku has advantage on attack rolls against any creature it surprised.

Mimicry
The kenku can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.

Actions

Shortsword

Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) piercing damage.

Shortbow
Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target.
Hit: 6 (1d6 + 3) piercing damage.


Kenku are flightless, crow-like humanoids that scuttle around the edges of society eking out a living as messengers, spies, and lookouts. They excel at stealth and subterfuge which may be a reason they are often seen as little more than minions.


Basic Information

Biological Traits


Ability Score Increase = Dexterity score increases by 2, and Wisdom score increases by 1.

Age = Kenku have shorter lifespans than humans. They reach maturity at about 12 years old and can live to 60.

Size = Kenku are around 5 feet tall and weigh between 90 and 120 pounds. Size is Medium.

Speed = base walking speed is 30 feet.

Expert Forgery = Can duplicate other creatures' handwriting and craftwork. They have advantage on all checks made to produce forgeries or duplicates of existing objects.

Kenku Training = Proficient in two of the following skills:
Acrobatics, Deception, Stealth, and Sleight of Hand.

Mimicry = They can mimic sounds heard, including voices. A creature that hears the sounds a kenku makes can tell they are imitations only with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.

Languages = Can read and write Common and Auran, but can speak only by using their Mimicry trait.


Civilization and Culture

Naming Traditions


Kenku fighters and thugs are named after common combat sounds – weapons clanging against armour, an arrow leaving a bow, or the roar of a battlefield.
Kenku criminals are typically named after animal noises because they use these to send messages without being detected. Examples include Barker, Hooter, or Rat Scratch.
Meanwhile, a Kenku who pursues a particular craft or career will be named after a sound commonly associated with their work.
A Kenku bartender might be named after the clink of glasses or the chatter of drinkers.


Average Technological Level


Racial Feats/Best Feats

Dungeon Delver
This increases their perceptive abilities to be aware of hidden doors and traps. If they plan on doing any sneaky stuff - this also gets advantage on saving throws against traps.

Lucky

Getting out of many tough binds or giving that little extra push to finish off a challenge. Rerolling d20 on attack, ability check, or saving throw rolls. Also, they can force an enemy to reroll for a lower attack, ability check, or saving throw.

Observant
Get an extra INT or WIS, +5 to passive WIS and INT scores, most importantly learn to read lips if they can see a creature’s mouth while the person is speaking a language they can understand.

Sharpshooter
A ranged martial build is aided by taking sharpshooter. This means they don’t have disadvantage on any ranged weapons when using them at long range. Also, shots ignore half and 3/4 cover. This removes much of their disadvantage when fighting entrenched foes, during ambushes, and against fellow long-range combatants.

Skulker
Hide when lightly obscured, see perfectly in dim light, and most importantly, their position is not revealed when they do miss a ranged attack while hidden.



REFERENCE
+ Kenku race guide
+ Kenku names

Geographic Distribution

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