Got my hands on an adventure recently where big bad is a Kenku Wizard that steals spells from other wizards to copy-cat their magic. The crux of the adventure is that this kenku has stumbled upon the lost research lab belonging to one of the first wizards to create owlbears and is using what knowledge he could scavenge to make other bird-animal hybrids to terrorize a nearby forest village. However, the adventure is petty skimpy on information about the kenku other than a sparse stat-block and a note to add whatever spells at random for a 5CR 7th level spellcaster.
Anyway, the climactic fight sees the party facing down this feathery wizard and his giant raven-wyvern hybrid abomination on the shattered rooftop of an old tower. The wyvern looks like little has been changed statistically other than some cosmetic alterations. Here's what I picked out for the kenku. Does it seem reasonable? I wanted to make him a bit more tactical.
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"The mongoose blew out its candle and was asleep in bed before the room went dark." —Llanowar fable
If the kenku rides the wyvern, then you may want to add more ranged options. Right now, this kenku will be in close range to your players. Also, any spell that keeps creatures within the storm sphere without requiring concentration, will be to your advantage.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Agree w/ Astromancer about more ranged spells or cantrips since this NPC will be in the air a lot. I might also add a defense and/or control spell in place of one of your 2nd or 3rd level spells.
From the adventure description, it seemed like the Raven-wyvern will be mostly an airborne assailant and the kenku will be on the ground (top floor/broken roof of the tower). Storm Sphere spits out a 60ft lightning bolt every round. Dust Devil pushes people around 10ft (and potentially off the roof of the tower) while also doing bludgeoning damage. Also, I figured Incite Greed made for a thematic control spell since it can turn some combatants non-threatening for a while.
I am concerned about the fact that most of the fun spells require concentration.
Even if the kenku’s on the ground, with an AC and hit points that mediocre, I would want to stay as far away from the fighter as possible. I would replace shocking grasp and thunderclap with ray of frost and frostbite.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
IMO, Gust is a very situational cantrip. Might as well keep shocking grasp and get switch out Gust instead.
I don't have AInc, so can't judge re: Incite Greed.
How does this caster deal with ranged opposition?
Incite Greed basically makes everyone who fails their save transfixed by a shiny gem and waste their turn doing nothing but wanting it.
As for ranged opposition, I think the adventure's hope is that those ranged characters will be too busy trying to fight a wyvern.
EDIT: Like, here's a excerpt from the adventure...
Once the floor has been looted, the party may follow a spiral staircase upward to the second floor, where they will find Flutter lounging about lazily in lavish surroundings. The party will be given a surprise round to get the jump on Flutter, but once it comes to his action, he will squawk in addition to whatever action he takes. This will call in his most fearsome creation for the final battle. The Ravern will burst through the roof of the chamber, provoking a Dexterity saving throw (DC 18) or be knocked prone. The Ravern will then aid Flutter in fighting the party, and with the room exposed, it is free to fly about if it chooses. If Flutter is killed during the surprise round, the Ravern will burst immediately after.
I don't think the adventure expects him to live very long and for the Ravern to be the real fight. However, I think after all the fighting on the floors below and outside, he'd be an idiot to let them get a surprise round unless they manage some very stealthy kills.
I just noticed. Flutter has 3 spell slots for 2nd and 3rd level. You can fill those out with more offense and defense spells.
Is Flutter supposed to be a pushover? If you want to treat the wyvern as the main threat, there's not much point to toughening up the kenku.
If want this to be a tougher fight for the party, it would make sense to have Flutter ride the wyvern. Then you might pick spells like Warding Wind or Wind Wall for defense against the party archers.
Got my hands on an adventure recently where big bad is a Kenku Wizard that steals spells from other wizards to copy-cat their magic. The crux of the adventure is that this kenku has stumbled upon the lost research lab belonging to one of the first wizards to create owlbears and is using what knowledge he could scavenge to make other bird-animal hybrids to terrorize a nearby forest village. However, the adventure is petty skimpy on information about the kenku other than a sparse stat-block and a note to add whatever spells at random for a 5CR 7th level spellcaster.
Anyway, the climactic fight sees the party facing down this feathery wizard and his giant raven-wyvern hybrid abomination on the shattered rooftop of an old tower. The wyvern looks like little has been changed statistically other than some cosmetic alterations. Here's what I picked out for the kenku. Does it seem reasonable? I wanted to make him a bit more tactical.
If the kenku rides the wyvern, then you may want to add more ranged options. Right now, this kenku will be in close range to your players. Also, any spell that keeps creatures within the storm sphere without requiring concentration, will be to your advantage.
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Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
Agree w/ Astromancer about more ranged spells or cantrips since this NPC will be in the air a lot. I might also add a defense and/or control spell in place of one of your 2nd or 3rd level spells.
From the adventure description, it seemed like the Raven-wyvern will be mostly an airborne assailant and the kenku will be on the ground (top floor/broken roof of the tower). Storm Sphere spits out a 60ft lightning bolt every round. Dust Devil pushes people around 10ft (and potentially off the roof of the tower) while also doing bludgeoning damage. Also, I figured Incite Greed made for a thematic control spell since it can turn some combatants non-threatening for a while.
I am concerned about the fact that most of the fun spells require concentration.
Even if the kenku’s on the ground, with an AC and hit points that mediocre, I would want to stay as far away from the fighter as possible. I would replace shocking grasp and thunderclap with ray of frost and frostbite.
Tooltips | Snippet Code | How to Homebrew on D&D Beyond | Subclass Guide | Feature Roadmap
Astromancer's Homebrew Assembly
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
IMO, Gust is a very situational cantrip. Might as well keep shocking grasp and get switch out Gust instead.
I don't have AInc, so can't judge re: Incite Greed.
How does this caster deal with ranged opposition?
Incite Greed basically makes everyone who fails their save transfixed by a shiny gem and waste their turn doing nothing but wanting it.
As for ranged opposition, I think the adventure's hope is that those ranged characters will be too busy trying to fight a wyvern.
EDIT: Like, here's a excerpt from the adventure...
I don't think the adventure expects him to live very long and for the Ravern to be the real fight. However, I think after all the fighting on the floors below and outside, he'd be an idiot to let them get a surprise round unless they manage some very stealthy kills.
I just noticed. Flutter has 3 spell slots for 2nd and 3rd level. You can fill those out with more offense and defense spells.
Is Flutter supposed to be a pushover? If you want to treat the wyvern as the main threat, there's not much point to toughening up the kenku.
If want this to be a tougher fight for the party, it would make sense to have Flutter ride the wyvern. Then you might pick spells like Warding Wind or Wind Wall for defense against the party archers.
I think the adventure sort of wants him to be a pushover, but I would rather he be a bit more dangerous.