Kenku Sneak

Medium Humanoid (Kenku) — CR 1

()Updated 3.5

Kenku Sneak is a D&D 3.5 monster from —. CR 1, HD 1d6-1 (5 hp).

Hit Dice
1d6-1 (5 hp)
Initiative
+7
Speed
land 30 ft, 30 ft.
Base Attack / Grapple
+0/-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
STR
8
DEX
17
CON
8
INT
12
WIS
13
CHA
14
Fort / Ref / Will
-1 / +5 / +1
Challenge Rating
1
Alignment
Usually neutral evil
Organization
Solitary, pair, or gang (3-12)
Treasure
Standard
Level Adjustment

Special Abilities

Sneak AttackTrapfinding

Feats

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.Natural Weapons: 2 claws (1d3).+2 racial bonus on hide checks and move silently checks.low-light vision. A kenku sneak uses its rogue abilities to great effect, preferring to work with an ally to flank and sneak attack a foe.

Description

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.Natural Weapons: 2 claws (1d3).+2 racial bonus on hide checks and move silently checks.low-light vision. A kenku sneak uses its rogue abilities to great effect, preferring to work with an ally to flank and sneak attack a foe.