Kenku 5e D&D (5th Edition)

Kenku 5e were a race of crow-like, wingless avian humanoids. They would, in general, be narrow-minded and shrouded in nature and were frequently occupied with plots to gain riches and influence. They have a capacity to faultlessly impersonate any solid they hear through which they impart.

These flightless individuals frequently worked in little groups, alluded to as “flocks” in expansive human cities communities and regularly fill in as covert operatives, professional killers, or criminals.


Frequented by antiquated wrongdoing that denied them of their wings, the kenku meander the world as drifters and thieves who live at the edge of human culture. Kenku experiences vile notoriety that isn’t entirely unmerited, yet they can turn out to be profitable partners.

Kenku 5E Dungeons and Dragons

Kenkusinitially advanced from avians, although they lost their capacity to fly as they lost their wings. Kenku’s followed their heritage and settled back to Kara-Tur in southeast Faerûn, in Estagund.

Kenku 5th Edition D&D (5e)

The kenku exploited, picking up a reputation and coordinating themselves in each beast ruled city in the Beastlands, just as in Estagund and Durpar, by the late fifteenth century.

Names Of Kenku

Ken names are drawn from an amazing assortment of commotions and expressions. Kenku names are divided into three classes without making any distinction between male names and female names.

Kenku thugs, warriors, and toughs embrace noises made by weapons, for example, the thump of a mace against covering or the sound made by a breaking bone. Non-kenku alludes to the Kenku by depicting this commotion. Instances of this sort of name incorporate Smasher, Clanger, Slicer, and Basher.

Kenku D&D cheats, scalawags, and robbers receive creature clamours, regularly those basic in urban settings. Thusly, kenku can shout to one another while the individuals who catch them botch them for normal creatures. Non-Kenku utilizes names that allude to the sound made or the creature a Kenku imitates, for example, Rat Scratch, Whistler, Mouser, and Growler.

Some Kenku 5e betrays wrongdoing to seek after real exchanges. This kenku receive commotions made as a feature of their speciality. A mariner copies the sound of a vacillating sail, while a smith impersonates the banging of a sledge on metal. Non-Kenku portrays these people by their exchange sounds, for example, Sail Snap, Hammerer, and Cutter.

Traits Of Kenku

Ability Score of Kenku: Your Wisdom point added by 1and yourDexterity point added by 2.

Age of Kenku: Age of Kenkuis shorter than humans. They attain maturity at about the age of 12 years and can live up to 60 years.

Alignment of Kenku: Kenku were confused creatures, seldom making suffering duties, and they are generally to save their very own stows away. They are commonly tumultuous unbiased in standpoint.

Size of Kenku: Height ofKenku is around 5 feet and they weigh between 90 and 120 pounds. Their size is Medium.

The Speed of Kenku: Kenku’sbase walking speed is around 30 feet.

Languages of Kenku: Common language and Auran language is used to read and write, but for speaking you can only use your Mimicry trait.

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