Kenku Sneak (CR 1)

Medium Humanoid (Kenku)
Alignment: Usually neutral evil
Initiative: +7 (+3 Dex, +4 Improved Initiative); Senses: low-light vision, Listen +3, and Spot +3

AC: 16 (+3 Dex, +2 leather armor, +1 buckler), touch 13, flat-footed 13
Hit Dice: 1d6-1 (5 hp)
Fort -1, Ref +5, Will +1
Speed: 30 ft.
Space: 5 ft./5 ft.
Base Attack +0; Grapple -1
Attack: Claw -1 melee or short sword -1 melee or sap -1 melee or shortbow +3 ranged
Full Attack: 2 claws -1 melee or short sword -1 melee or sap -1 melee or shortbow +3 ranged
Damage: Claw 1d3-1, short sword 1d6-1/19-20, sap 1d6-1 nonlethal, shortbow 1d6-1/x3
Special Attacks/Actions: Sneak attack +1d6
Abilities: Str 8, Dex 17, Con 8, Int 12, Wis 13, Cha 14
Special Qualities: Great ally, mimicry, trapfinding
Feats: Improved Initiative
Skills: Bluff +6, Disable Device +5, Disguise +6, Gather Information +6, Hide +6, Listen +3, Move Silently +6, Open Lock +7, Search +3, Sleight of Hand +5, Spot +3, and Tumble +5
Advancement: By character class
Climate/Terrain: Temperate plains
Organization: Solitary, pair, or gang (3-12)
Treasure: Standard

Source: Monster Manual III


A kenku sneak uses its rogue abilities to great effect, preferring to work with an ally to flank and sneak attack a foe.

Sneak Attack (Ex): if a kenku sneak can catch an opponent when he is unable to defend himself effectively from its attack, it can strike a vital spot for extra damage. Basically, the kenku rogue's attack deals extra damage any time its target would be denied a dexterity bonus to AC (whether the target actually has a dexterity bonus or nor), or when the kenku rogue flanks its target. This extra damage is 1d6 points at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the kenku rogue score a critical hit with a sneak attack, this extra damage is not multiplied.

Trapfinding (Ex): a kenku sneak can use the search skill to locate traps when the task has a difficulty class higher than 20, and it can use the disable device skill to disarm magic traps.