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==4e== Kenku first made a surprise appearance as a PC race in the back of the 2nd [[Monster Manual]] for 4th edition, which also introduced them to the edition as monsters, with the following stats: ::'''Average Height:''' 5'0" to 5'6" ::'''Average Weight:''' 110 to 150 lb. ::'''Ability Score Bonuses:''' +2 to DEX and CHA ::'''Size:''' Medium ::'''Vision:''' Low-Light ::'''Skill Bonuses:''' +2 Bluff, +2 Stealth ::'''Flock Effect:''' You gain a +3 bonus to attack rolls against a creature you are flanking instead of the normal +2 bonus, and you grant a +3 bonus to attack rolls or skill checks when aiding another instead of the normal +2 bonus. ::'''Mimicry:''' You can mimic sounds and voices. A successful Insight check opposed by your Bluff check allows a listener to determine that the effect is faked. Monster stats for Kenku appeared in the 2nd Monster Manual, in the form of the Ruffian (level 3 minion skirmisher), Warrior (level 3 skirmisher), Ringleader (level 4 soldier/leader), Sneak (level 4 lurker), Wing Mage (level 5 artillery) and Assassin (level 5 elite skirmisher). Finally, an article called "Winning Races: Kenku" appeared in [[Dragon Magazine]] #411. This article clarifies that the [[Nentir Vale]] kenku have much the same backstory as their 3e counterparts, just tweaked for the [[World Axis]] cosmology; here, they are described as being creations of the [[Raven Queen]] who got greedy and offered to betray her secrets to [[Pazuzu]], for which they were afflicted by a divine curse and changed to their current wretched state. Their ability score bonuses changed to +2 Charisma/+2 Dexterity or Intelligence, and they gained a racial encounter power; Flock Tactics, which lets you, as a minor action, either gain combat advantage against an enemy adjacent to one ally until the start of your next turn, or use the aid another/aid attack action to grant a +3 bonus. They also gained a choice of five heroic tier racial utility powers; Beak Mask (craft an illusion disguise of being some other humanoid 1/day) or Rally the Flock (1/encounter, as a minor action, all non-deafened allies within close burst 3 can shift 2 squares toward you) at level 2, Shadow Feathers (gain total concealment for a turn 1/encounter) or Shadow in the Flock (when adjacent to an ally, you can shift up to your speed, then make a hide check to become hidden from non-adjacent enemies if you end your move adjacent to another ally, 1/encounter) at level 6, and Ancestral Wings (gain Fly speed equal to your speed until the encounter's end, altitude limit 4, 1/day) at level 10.
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