Medium Humanoid (Kenku), Lawful Evil
Armor Class 12 Natural
Hit Points 13 (8d8 + 8)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
16 (+3)
WIS
13 (+1)
CHA
14 (+2)
Saving Throws INT +5, WIS +3
Skills Arcana +5, Deception +4, Perception +3, Stealth +4
Damage Resistances Psychic
Senses Darkvision The Kenku can see in darkness up to 60 feet as if it were dim light., Passive Perception 12
Languages Auran, Common understands Auran and Common but speaks only through the use of its Mimicry trait
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Mimicry:
The Kenku can mimic any sound it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.

Pact of Baalzebub:
The Kenku mage’s magic is tainted by its pact with Baalzebub. When the Kenku casts a spell that causes damage, it can deal an additional 1d8 psychic damage once per turn.

 

Actions

Actions:

Multiattack:
The Kenku Mage makes two attacks with its Arcane Dagger or casts a spell.

Arcane Dagger:
Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) piercing damage plus 4 (1d8) psychic damage.

Spellcasting:

The Kenku Mage is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The Kenku Mage has the following wizard spells prepared:

  • Cantrips (at will): Mage Hand, Minor Illusion, Toll the Dead
  • 1st Level (4 slots): Magic Missile, Mage Armor, Shield
  • 2nd Level (3 slots): Mirror Image, Misty Step
  • 3rd Level (2 slots): Counterspell, Bestow Curse
Legendary Actions

Legendary Action (1/Day):

Transform to Jackalwere (Recharge 5–6):
The Kenku Mage targets a humanoid within 30 feet that it can see. The target must succeed on a DC 14 Wisdom saving throw or be cursed. While cursed, the target transforms into a Jackalwere under Baalzebub control during the next full moon. A Remove Curse spell or similar magic ends the effect.

Description

Background:

A shadow of its former self, this Kenku Mage roams the world burdened by a terrible past. It once soared the skies, but its wings were taken as punishment for a heinous crime it committed long ago. Forced to survive on the outskirts of society, the Kenku was drawn to the promises of vengeance offered by the enigmatic Moon King. In exchange for magical power, it agreed to spread fear and chaos by creating twisted followers for its master.

Goals and Behavior:

The Kenku Mage operates with precision and cunning. It targets isolated individuals or small communities, using its mimicry to lure victims into traps. It is deeply resentful of humanoid societies, which it blames for its suffering, and seeks to sow discord wherever it goes. Beneath its malevolence lies a creature desperate for meaning and belonging, though its pact with the Moon King ensures it will never find peace.

Appearance:

The Kenku Mage has jet-black feathers, dulled and matted from years of hardship. Its eyes glow faintly with an eerie silver light, a sign of its connection to the Moon King. It wears a tattered cloak adorned with feathers and bones, some of which belong to its victims. Around its neck hangs a crescent-shaped talisman, a symbol of its dark pact.

Roleplaying Notes:

  • The Kenku Mage’s mimicry adds an unsettling element to encounters. It might mimic the voices of loved ones to taunt its enemies or lure them into traps.
  • Its motivations are layered—beneath its evil deeds lies a broken soul seeking justice for perceived wrongs.
  • In battle, it prefers to use spells to control the battlefield, keeping enemies off balance with illusions and curses.

Habitat: ForestUrban

NeoMystic

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