Kenku (Warrior) (CR 1/2)

Medium Humanoid (Kenku)
Alignment: Usually neutral evil
Initiative: +2 (Dex); Senses: low-light vision

AC: 17 (+2 Dex, +4 chain shirt, +1 buckler), touch 12, flat-footed 15
Hit Dice: 1d8-1 (3 hp)
Fort +1, Ref +2, Will +0
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +1; Grapple +1
Attack: Claw +1 melee or short sword +2 melee or sap +1 melee or shortbow +3 ranged
Full Attack: 2 claws +1 melee or short sword +2 melee or sap +1 melee or shortbow +3 ranged
Damage: Claw 1d3, short sword 1d6/19-20, sap 1d6 nonlethal, shortbow 1d6/x3
Special Attacks/Actions: -
Abilities: Str 11, Dex 14, Con 8, Int 10, Wis 11, Cha 9
Special Qualities: Great ally, mimicry
Feats: Weapon Focus (short sword)
Skills: Climb +1, Hide +1, Jump -1, Move Silently +0, and Ride +2
Advancement: By character class
Climate/Terrain: Temperate plains
Organization: Solitary, pair, or gang (3-12)
Treasure: Standard

Source: Monster Manual III


Beneath their unremarkable brown robes, kenkus conceal a variety of useful tools and weapons. Vicious but cowardly, kenkus usually flee or surrender the instant things start to go badly for them.

The kenku warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 12, Con 8, Int 10, Wis 11, Cha 9.

Great Ally (Ex): kenkus work exceptionally well with their allies. When successfully aided on a skill check or attack roll by an ally, or when aiding another, a kenku applies or gains a +3 bonus on its check or attack roll (instead of the normal +2 bonus). Furthermore, a kenku gains a +4 bonus on attack rolls against an opponent flanked by an ally (instead of the normal +2 bonus).

Mimicry (Ex): a kenku can perfectly mimic familiar sounds, voices, and accents. This ability does not enable the kenku to speak languages it can't normally speak. To duplicate a specific individual's voice, a kenku makes a bluff check; a listener familiar with the voice being imitated must succeed on an opposed sense motive check to discern that the voice isn't genuine.

Skills: kenku have a +2 racial bonus on hide checks and move silently checks.