Kenku
Kenku originated on Pavamyr, but after the loss of their wings and voices, they scattered to the 8 winds. Most Kenku are nomadic, living with their clans or on the Aerie, though a reasonable number have established aeries in various places throughout the world.
Kenku Traits
Ability Score Increase
Your Dexterity score increases by 2, and your 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.
Alignment
Kenku are chaotic creatures, nomadic, and free-spirited.
Size
Kenku are around 5 feet tall and weigh between 70 and 90 pounds. Your size is Medium.
Speed
Your base walking speed is 30 feet.
Expert Forgery
You can duplicate other creatures’ handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.
Deceptive Nature
You are proficient in Deception.
Mimicry
You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.
Languages
You can read and write Common and one other language based on your culture choice.
HERE is a link to the Kenku page on D&D Beyond.
Civilization and Culture
Kenku Names
Given that kenku can duplicate any sound, their names are drawn from a staggering variety of noises and phrases. Kenku names tend to break down into three categories that make no distinction between male and female names.
Kenku thugs, warriors, and toughs adopt noises made by weapons, such as the clang of a mace against armor or the sound made by a breaking bone. Non-kenku refer to the kenku by describing this noise. Examples of this type of name include Smasher, Clanger, Slicer, and Basher.
Kenku thieves, con artists, and burglars adopt animal noises, typically those common in urban settings. In this manner, kenku can call out to each other while those who overhear them mistake them for common animals. Non-kenku use names that refer to the sound made or the animal a kenku mimics, such as Rat Scratch, Whistler, Mouser, and Growler.
Some kenku turn their back on crime to pursue legitimate trades. These kenku adopt noises made as part of their craft. A sailor duplicates the sound of a fluttering sail, while a smith mimics the clanging of a hammer on metal. Non-kenku describe these folk by their trade sounds, such as Sail Snap, Hammerer, and Cutter.
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