Beware the Crow-Folk (PEACH) [Archive] - Wizards Community

Post/Author/DateTimePost
Talisman

07-13-07, 10:05 PM
When I first saw MM3's take on the kenku, I was appalled. Where were the wings? The spellcasting? The disguise mastery? :pbbbtt:
I've since decided that the powered-down kenku are pretty decent, but I still missed the original hawklike kenku. Viola! Here they are, along with another breed inspired by Dragon #329's Ecology of the Kenku.

Kenku, Blackscorned
Medium Humanoid (Kenku)
Hit Dice 4d8+4 (22 hp)
Initiative +3
Speed 30', fly 50' (average)
AC 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Base Attack/Grapple +3/+4
Attack Claw +6 melee or bite +6 melee
Full Attack 2 claws +6 melee and bite +1 melee
Damage Claw 1d4+1, bite 1d6
Space/Reach 5'/5'
Special Attacks Sneak attack +2d6, spell-like abilities
Special Qualities Great ally, mimicry
Saves Fort +2, Ref +4, Will +4
Abilities Str 13, Dex 17, Con 12, Int 13, Wis 10, Cha 14
Skills Bluff +7, Hide +9, Listen +4, Move Silently +9, Spot +4
Feats Stealthy, Weapon Finesse
Environment Temperate lands
Organization Solitary, pair or unkindness (4-12)
Challenge Rating 4?
Treasure Standard
Alignment Always chaotic evil
Advancement By character class
Level Adjustment +3

The creature is human-sized and basically human-shaped, but its head resembles that of a large raven. Black feathers cover its body, and its hand and feet are scaley anc clawed. Great wings extend from its shoulders.

Blackscorned kenku appear similar to normal kenku, but are slightly larger and more imposing. Most noticeably, blackscorned kenku possess fully functional wings in addition to their scaley arms. They are a cross between the modern kenku and the ancient giant ravens the kenku once were.
These creatures are universally evil, vile and despicable. They owe their wings to the demon prince Pazuzu and, in fact, exist because of him. When the fickle kenku forsook worship of Pazuzu, some few held true to the demon; these few loyalists Pazuzu "rewarded." Their hatchlings possessed both wings and arms, along with supernatural powers and a loyalty to Pazuzu that was bred into their very flesh.
Because of their demonic patron, blackscorned kenku are despised by most races and shunned even by common kenku. They care not; fiercely xenophobic, they interact with other beings only to tempt them into ruin or at the orders of Pazuzu.
Blackscorned kenku often advance as rangers, rogues, sorcerers or clerics (always of Pazuzu).
A typical blackscorned kenku stands between 5 and 6 feel tall, with a 25-foot wingspan. Because of their light bones, blackscorned kenku weigh only 100 pounds.
Blackscorned kenku speak Abyssal and Kenku; many also learn Common.

Combat: Blackscorned kenku fight without honor, using whatever tactics are necessary to win the day. Cowards at heart, they will surrender, lie, or flee to save their skins, no matter what the ultimate cost. In battle they prefer to gang up one one foe and either murder him or use him as a bargaining chip. A lone blackscorned kenku will strike from ambush if it thinks it is a match for the foe; otherwise, it will flee.
Great Ally (Ex): Whenever a blackscorned kenku aids or receives aid from an ally on a skill check or attack roll (via aid another or a similar ability), the kenku garnts or gains a +3 bonus instead of +2. Furthermore, a blackscorned kenku gains a +4 bonus when flanking, instead of +2.
Mimicry (Ex): A blackscorned kenku can perfectly mimic nearly any sound it hears; a Sense Motive check (opposed by the kenku's Bluff check) is required to notice the trickery.
Sneak Attack (Ex): Whenever a blackscorned kenku attacks a foe who is flanked, flat-footed, or otherwise denied his Dexterity bonus to AC, he deals +2d6 points of damage. This damage stacks with sneak attack and all similar damage.
Spell-like Abilities: 3/day--blur, prestidigitation, shatter; 1/day--glitterdust, hypnotism, summon swarm. Caster level 4th; save DC 12 + spell level. The save DCs are Charisma-based.

Kenku, Hawkfeather
Medium Humanoid (Kenku)
Hit Dice 6d8+12
Initiative +3
Speed 30', fly 50' (good)
AC 15 (+3 Dex, +2 natural)
Base Attack/Grapple +4/+6
Attack Claw +7 melee or bite +7 melee
Full Attack 2 claws +7 melee and bite +2 melee
Damage Claw 1d4+2, bite 1d6+1
Space/Reach 5'/5'
Special Attacks Sneak attack +3d6, spells
Special Qualities Avian empathy, evasion, great ally, mimicry, telepathy
Saves Fort +4, Ref +5, Will +8
Abilities Str 15, Dex 16, Con 14, Int 15, Wis 17, Cha 14
Skills Bluff +10, Concentration +8, Disguise +8, Hide +9, Intimidate +4,
Move Silently +9, Sense Motive +9
Feats Persuasive, Weapon Finesse, Wingover
Environment Temperate mountains
Organization Solitary, pair, clutch (3-12) or aerie (20-50 plus 50% noncombatants)
Challenge Rating 6?
Treasure Standard
Alignment Usually lawful neutral
Advancement By character class
Level Adjustment +3

The creature is humanoid, but it bears the head of a great hawk. Its body is feathered, and its hands and feet are scaley and clawed. Mighty wings extend from its shoulders.

Long considered legendary, hawkfeather kenku are a distant offshoot of the giant raven-line that eventually spawned the modern kenku. Resembling hawks more than ravens, the hawkfeathers were always rare and reclusive, and did not take part in the kenku's epic battle with the giant eagles and racial acceptance of Pazuzu. As a result, theye escaped the curse that befell their kin; their young are hatched with wings and arms both, as they have always been.
Hawkfeather kenku are withdrawn from the society of most humanoids; when they need to interact with the larger world, they invariably do so in disguise. They defend their mountain fastnesses with a combination of sorcery and martial skill, and suffer no neighbors. Away from their lairs they can be pleasant enough, if a bit withdrawn, and may even form friendships with non-kenku. Rare indeed is hawkfeather who risks allowing a non-kenku into their secret lairs, and rare is the outsider who is not slain by the elders when this occurs--along with the kenku who brought him.
Hawkfeather kenku are trained from birth in sorcerous power and techniques of stealth. They often advance as sorcerers or rogues, their innate abilities nicely complimenting those of these classes. Rarer are the clerics, usually of a lawful or neutral deity; popular choices are Boccob, Obad-Hai, and Wee Jas.
A hawkfeather kenku stands 6 feet tall with a 25-foot wingspan, and weighs 115 pounds. Hawkfeathers speak their own language (an obscure dialect of kenku), Auran, and Common.

Combat: Hawkfeather kenku neither fear nor seek out combat; they are skilled combatants, but prefer to achieve their aims with trickery or sorcery when possible. In battle they gang up on individual foes and make use of whatever special abilities they can.
Avian Empathy (Ex): Because of their racial telepathy, birdlike nature, and skill as social chameleons, hawkfeather kenku gain a +4 bonus on all Charisma-based skill checks made to influence avians, including other breeds of kenku.
Evasion (Ex): If a hawkfeather kenku is affected by an attack that allows a Reflex save for half damage, the kenku takes no damage on a successful save, or full damage on a failure.
Great Ally (Ex): Whenever a hawkfeather kenku aids or receives aid from an ally on a skill check or attack roll (via aid another or a similar ability), the kenku garnts or gains a +3 bonus instead of +2. Furthermore, a hawkfeather kenku gains a +4 bonus when flanking, instead of +2.
Mimicry (Ex): A hawkfeather kenku can perfectly mimic nearly any sound it hears; a Sense Motive check (opposed by the kenku's Bluff check) is required to notice the trickery.
Sneak Attack (Ex): Whenever a hawkfeather kenku attacks a foe who is flanked, flat-footed, or otherwise denied his Dexterity bonus to AC, he deals +3d6 points of damage. This damage stacks with sneak attack and all similar damage.
Spells: Hawkfeather kenku are naturally adept spellcasters, with the spellcasting power of a 5th-level sorcerer (spells known 6/4/2; spells per day 6/6/4). Sorcerer levels taken stack with the hawkfeather's innate spellcasting ability. Typical spells known: 0th--dancing lights, detect magic, ghost sound, mage hand, prestidigitation, read magic; 1st--charm person, disguise self, mage armor, shocking grasp; 2nd--cat's grace, invisibility.
Telepathy (Su): Hawkfeather kenku are able to mentally communicate with any species of kenku within 100'. They can communicate with non-kenku as well, but only within 30'. This ability functions only with creatures that have a language.
JiCi

07-14-07, 08:09 AM
Nice work Talisman !

The CRs look okay to me, but I would lower the LAs by 1 each.
Talisman

07-15-07, 01:38 PM
LA +3 it is. Thanks!
Dracomortis

07-15-07, 02:38 PM
Nice work Talisman. When I saw the kenku in the MM3, I seriously wondered if somebody had made a typo with the name. Good to see them restored to proper dignity.