Kenku (CR 1)

Medium Monstrous Humanoid
Alignment: Often neutral
Initiative: +2 (Dex); Senses: Listen +4 and Spot +4
Languages: telepathy


AC: 15 (+2 Dex, +2 natural, +1 padded), touch 12, flat-footed 13
Hit Dice: 2d8 (9 hp)
Fort +0, Ref +5, Will +5
Speed: 20 ft., fly 60 ft. (poor)
Space: 5 ft. by 5 ft./5 ft.
Base Attack +2; Grapple +1
Attack: 2 claws +1 melee, bite -4 melee; or quarterstaff +1 melee
Full Attack: 2 claws +1 melee, bite -4 melee; or quarterstaff +1 melee
Damage: Claw 1d4, bite 1d6; or quarterstaff 1d6
Special Attacks/Actions:
Abilities: Str 9, Dex 15, Con 10, Int 12, Wis 14, Cha 13
Special Qualities: SR 17, Spells
Feats: Dodge
Skills: Bluff +6, Diplomacy +4, Disguise +6, Gather Information +4, Hide +4, Listen +4, Move Silently +4, Search +2, Sense Motive +4, Spellcraft +2, and Spot +4
Advancement: By character class
Climate/Terrain: Any land
Organization: Band (2-8)
Treasure: Standard

Source: Converted

Combat

Kenku prefer to attack with a weapon, either a scimitar or quarterstaff. If unarmed, a kenku attacks with its claws and beak.

Spell Like Abilities: Once every 30 days, a kenku with an Intelligence of 14 or higher can polymorph self at will. It can retain this form for up to seven days. A kenku with an Intelligence score of 12 or higher can become invisible (as the spell) at will with no limit on duration.

Skills: Kenku receive a +4 racial bonus to Disguise checks.

The Kenku first appeared in the 1e FF (1981).