KING
Kenku

Kenku

Fey · Crown of Deception

T1d4Minor

Mimic-cursed crow folk, kenku imitate sounds, lairs in ruined towers.

Tier 1  ·  Role Minor  ·  Pool Vigor 1 (+1 overflow)  ·  AC 10  ·  ATK +2  ·  Save DC 11  ·  Dmg 1 (flat)

AC1010 base
Vigor1Tier, plus 1 overflow. Flees at 0, dies at 2 total damage
Move30 ft
Initiatived8rerolled each round
Attack+2d20 + bonus vs AC
Damage1flat, crit d4, floored at 1
Save DC11Tier 1 DC
Crit20natural 20 only
StatScoreModDie
Body10--
Mind12--
Sense12--
Heart12--
Cunning14--
Fate8--

A Minor has no attribute mechanics: the scores describe the creature, they do not roll.

Passives

Passive

Mimicry

Perfectly replicates any sound it has heard, including voices. Cunning check to detect the imitation. Cannot fly despite its vestigial wings.

Passive

Coordinated Ambush

Its attacks have advantage against surprised creatures and against creatures adjacent to another kenku.

Tactics

GM tactics

Lures victims with mimicked voices - cries for help, familiar calls. Ambushes with coordinated shortsword attacks from multiple angles. Uses mimicry to confuse and separate groups.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 1, then 1 more. Neither half regenerates.
  • A hit deals a flat 1, no roll. A crit (natural 20 only) rolls d4 and never lands below 1.
  • Crits on a natural 20 only.
  • Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
  • At 0 Vigor it breaks and flees, out of the fight but alive; Fanatics fight on into the overflow instead.
  • Total damage reaching 2 kills it outright, and a single blow of 2 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.