Tengu, Crow-Headed (CR 1)
Medium Monstrous Humanoid
Alignment: Usually neutral
Initiative: +2 (Dex)
Languages: Tengu, Common
AC: 13 (+2 Dex, +1 natural), touch 12, flat-footed 11
Hit Dice: 2d8 (9 hp)
Fort +0, Ref +5, Will +5
Speed: 30 ft., fly 60 ft. (average)
Space: 5 ft./5 ft.
Base Attack +2; Grapple -3
Attack: Katana +5 melee; beak -2 melee
Full Attack: Katana +5 melee; beak -2 melee
Damage: Katana 1d10+1; beak 1d4+1
Special Attacks/Actions: Wing baffle, spell-like abilities, weapon finesse
Abilities: Str 12, Dex 15, Con 10, Int 13, Wis 14, Cha 13
Special Qualities: Sound imitation
Feats: Dodge; Mobility
Skills: Diplomacy +3, Iaijutsu Focus +6, Intimidate +6, and Sense Motive +7
Advancement: By character class
Climate/Terrain: Any land
Wing Baffle (Ex): A tengu uses its wings in melee, not (usually) to fly, but to buffet and disorient its opponents. Each round, in addition to its normal attacks, a tengu can make a bluff check (opposed by its opponent's Sense Motive check). If this check is successful, the tengus attack that round gains a +2 circumstance bonus.
Spell-Like Abilities: All tengus have the following spell-like abilities: At will - change self, ghost sound, minor image, shout. Human-headed tengus also have these abilities: At will - blur, invisibility, major image, mirror image. These abilities are as the spells cast by a sorcerer with as many levels as the tengu has HD (save DC 11 + spell level for crow-headed tengus, 12 + spell level for human-headed tengus).
Spells: Human-headed tengus cast spells as 5th-level air shugenjas (with no access to fire spells). The save DC is 15 + spell level for air spells, and 13 + spell level for water or earth spells.
Weapon Finesse (Ex): Tengus have the benefit of the Weapon Finesse fear with the katana, even though this feat can normally not be applied to the katana.
Sound Imitation (Ex): Tengus can mimic any voice or sound they have heard. Listeners must succeed at a Will save (DC 10 + 1/2 the tengus HD + its Charisma modifier) to detect the ruse.
Tengus are skilled warriors, fighting with the katana like a human samurai. Their techniques are unorthodox, to say the least, making use of their wings to buffet the enemy, and emphasizing dodging and mobility.