Kenku

Close-knit scavengers who survive on their wits and dark sense of humor, with a touch of shadow power...

Racial Traits

Average Height: 4'9" - 5'3"

Average Weight: 90 lb. - 130 lb.

Ability Scores: +2 Charisma, +2 Dexterity or +2 Intelligence

Size: Medium

Speed: 6 squares

Vision: Low-light

Languages: Common, choice of one other

Skill Bonuses: +2 Bluff, +2 Stealth

Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.

Flock Effect: When you aid another, you grant your ally a +3 bonus instead of the normal +2 bonus. In addition, select one of the following benefits at character creation (this selection can be retrained):

  • When you have combat advantage against an enemy for flanking it, you gain a +3 bonus to your attack rolls against that enemy instead of the normal +2 bonus.
  • When any of your allies have combat advantage against an enemy for flanking it, you gain combat advantage against that enemy as well.

Mimicry: You can mimic sounds and voices. A successful Insight checks opposed by your Bluff check allows a listener to determine that the effect is faked. You gain a +5 bonus to such a Bluff check.

Shadow Flicker: You gain the shadow flicker power.

Sly and secretive, Kenkus thrive in the underbelly ofthe civilized world. Like the ravens they resemble, these avian humanoids are opportunistic. They do not allow laws or morality to stand in their way.

Play a kenku if you want . . .

Shadow Flicker

Kenku Racial Power

At a dire moment, you draw forth a foe's shadow to menace it along with you.

Encounter

Shadow, Conjuration

Free Action

Personal

Trigger: You make an attack against an enemy you or an ally is adjacent to.

Effect: You conjure a shadowy figure in an unoccupied square adjacent to the enemy you targeted with the triggering attack. The spirit lasts until the end of your next turn. You and your allies can flank with the shadowy figure.

  • to be less mammalian than most races.
  • to be good at tricking people and getting by on your wits.
  • to be a member of a race that favors the assassin, rogue, and warlock classes.

Physical Qualities

Despite their birdlike appearance, kenkus lack wings. Kenkus are covered in russet-brown feathers appropriate to a crows from their black beaks to about halfway down their legs, where the feathers give way to scaly, horny skin. Their legs end in crow-like feet, though flatter and broader than normal to allow for ease of walking, and their have strong beaks with a fleshy base nearest the nares, allowing for some basic facial expressions. Most speech actually takes place inside the throat and is shaped by the tongue on its way out, rather than by the lips and teeth as in most other speaking creatures.

Though more agile than humans, they tend to be physically weaker as well. They have small black beady eyes and are relatively light for their size, but that is the natural result of their hollow bones.

Kenku Physiology and Society

Kenku have no real society or culture of their own, choosing instead to inhabit the fringes of other societies...essentially anyone that will tolerate them. They are just as comfortable dwelling above ground as below, and often form roosts in sewers, ghettos, and other "slum" areas of a city. This puts them in direct competition with ratfolk, kobolds, and other "undesirables" for territories and their warrens. Usually, the races eventually come to a sort of sharing arrangement for their existence, preferring to keep overt violence to a minimum and rather engage in a long-ranged and intricate cold-war between their 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.

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 totally dependent on the parents. Hatchlings grow swiftly and gain strength rapidly. Within six to eight months they have adult feathers and are able to function independently as young 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. Domestically raised Kenku are prized as templars, assassins, and court-defilers.

Kenkus commonly wear brown robes held in place by a sashes of the same color. Kenkus often conceal weapons beneath these robes.

Kenku Adventurers

Kenku generally consider all of life an adventure, and require very little persuasion to participate in one quest or another. To a kenku, the adventuring life provides a means to achieve wealth and luxury that would never be afforded them in the slum roosts of his people.

Kenku adventurers are individuals that seek the lost mystical artifacts and quick money that can be found while on an adventure. They often hire out their skills to merchant-houses and templar officials acting as spies, scouts, and in-house defilers.