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==3e== [[File:Kenku 3e.jpg|thumb]] Third edition is when kenku morphed into their modern day form, by which they are recognized today. They first appeared in the 3rd Monster Manual, and then received an "Ecology of the Kenku" article in [[Dragon Magazine]] #329, with a kenku-focused adventure appearing in [[Dungeon Magazine]] #120. 3e Kenkus are flightless, wingless, humanoid ravens about the size of [[halfling]]s, known for their secretive natures and their selfishness. They flock to urban environments where they form small, secretive communes, which often double as thieves guilds; robbery, mugging, assassination and blackmail are the bread-and-butter of the kenku flock, such as it is. Ironically, this cuthroat environment actually builds a very strong sense of loyalty in kenku; the constant competition for survival makes it integral to find allies who you can trust to stand by you. In their Ecology article, it's said that kenkus began their existence as giant ravens who fell afoul of a plague, and took to stealing from humanoid races, for which they were hunted almost to extinction. In desperation, they prayed to the [[Demon Prince]] [[Pazuzu]] to save them, and he agreed to help them in exchange for their loyalty. But the kenku were lazy, feckless and untrustworthy, and they broke their promise to worship and revere him, for which the angry Demon Prince of the Skies stole their ability to fly, transforming them into their current form. These kenku have struggled to survive as urban scavengers ever since. Unlike their AD&D counterparts, kenku have no magical abilities, beyond a near-supernatural knack for vocal mimickry; they can mimic virtually any sound they have heard. Kenku PC stats appeared in the MM3 alongside their monster stats: ::+2 Dexterity, -2 Strength ::Base speed 30 feet ::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. ::Automatic Languages: Common and Kenku. Bonus Languages: Auran, Dwarven, Gnome, Goblin, Halfling. ::[[Favored Class]]: [[Rogue]]. ::[[Level adjustment]] +0.
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