The crow-like kenkus are known as a race of scavengers and irrepressible thieves. Covetous creatures predominantly motivated by greed, they are vain and easily won over with flattery. Deceptive, duplicitous, and cunning, tengus seek circumstances in which they can take advantage of the situation, often at the expense of others, including their own kind. They can be highly competitive, but impulsive and rash. Some claim their behavior is innate, while others believe their selfish mannerisms are cultural and developed as a learned adaptation that has enabled their people to endure through centuries of oppression.
Tengus are natural survivalists. For many, only theft and guile have afforded them the temporary luxuries other races take for granted. In the past, both humans and powerful races such as giants sought the bird-folk as slaves and servitors. Many tengus scavenged for survival, scraping for food in the shadows of cities or living as subsistence hunters and gatherers in the wild. Their descendants now struggle to find their place in contemporary society, often competing against negative stereotypes or driven to embrace them, and they rely on thievery and swordplay to get by in a harsh and unforgiving world.
Ability Score Increase. Your Dexterity increases by 2. Tengus are lightweight and fast. Age. Kenkus are considered 'adults' counting from their 9th year. Tengus are assumed to be of age at 15 years.
Alignment. Tengus tend towards neutral. Those who let their impulsiveness get the better of them tend towards chaotic as well.
Size. You stand slightly smaller than the average human. You are medium.
Speed. Your base walking speed is 30 feet.
Sneaky: You are proficient with the Dexterity (Stealth) skill.
Vocal Mimicry: You can mimic sounds and voices. A succesful Wisdom(Insight) check opposed by your Charisma(Deception) check allows the listener to determine that the effect is faked. The listener is at a disadvantage is they do not see you do it. If you take the Actor feat you gain advantage on the Charisma(Deception) checks.
Binocular Wideangle Vision. Most kenkus senses are based on sight. Therefore their vision is of much higher precision and at a wider angle than most other humanoids. You thus have advantage on Wisdom (Perception) checks based on sight.
Tengus are avian humanoids whose features strongly resemble crows. They have broad beaks and both their arms and their legs end in powerful talons. Though tengus are unable to fly, iridescent feathers cover their bodies—this plumage is usually black, though occasionally brown or blue-back. Their skin, talons, beaks, and eyes are similarly colored, and most non-tengus have great difficulty telling individuals apart. Tengus who wish to be more easily identified by other humanoids may bleach certain feathers or decorate their beaks with dyes, paint, or tiny glued ornaments. Though they are about the same height as humans, they have slight builds and tend to hunch over. The tengu's eyes sit slightly back and to the sides of their head, giving them binocular vision with a slightly more panoramic field of view than other humanoids. Like many avians, tengus have hollow bones and reproduce by laying eggs.
The Kenkus of the Beastlands are closely related, though their populations are peppered with individuals who are closer in resemblance to birds of prey rather than corvids.
Tengus live in close-knit communities in which they keep to themselves. In urban centers, they tend to group in communal slums, while those living in rural areas establish isolated settlements. Overall, they remain secretive about their culture, which is a combination of old traditions laced with newer bits of culture scavenged from the races common in the neighboring regions. Cultural scavenging also extends to language, and regional dialects of Tengu are peppered with terms and colloquialisms from other languages. Unsurprisingly, tengus have a knack for language and pick up new ones quickly. Most tengu communities tend to follow a tribal structure. Tribal rules remain loose and subjective, and tribe members settle any conflicts through public arbitration (and occasionally personal combat). While every tengu has a voice in her society, in most settlements, kenkus still defer to their revered elders for wisdom and advice.
Few races easily tolerate tengus. Of the most common races, only humans allow them to settle within their cities with any regularity. When this occurs, kenkus inevitably form their own ghettos and ramshackle communities, typically in the most wretched neighborhoods. Regardless of their tolerance, most humans maintain as little contact with kenkus as possible. kenkus occasionally make friends with halflings and gnomes, but only when they share mutual interests. Conversely, most dwarves have no patience for kenkus whatsoever. Other races tend to view kenkus in a similar fashion to humans, though many actively discourage them from settling in their realms.
Male Names: Bukka, Chak-Chak, Chuko, Ebonfeather, Highroost, Kraugh, Pezzack, Taicho, Tchoyoitu, Xaikon.
Female Names: Aerieminder, Aikio, Cheetchu, Daba, Gildedhackle, Kankai, Mikacha, Ruk, Zhanyae.
More Common in Kara-Tur, these avianids share a different culture than the Kenkus of Faerun. Often revering wisdom and clever use of language, they tend to be more lawful than the normal faerunian Kenku.
Ability Score Adjustment: Your Wisdom score increases by 1.
Sword-trained: You are trained from birth in swordplay, and as such are automatically proficient in sword-like weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords, and any weapon that can be properly argued to be sword-like, should they be added to the rules later).
Gifted Linguist: You gain an extra 2 languages of your choice. You also gain advantage on Intelligence checks to decipher and understand languages.
The some of the hardy kenkus of the Beastlands, while mostly resembling their relatives in their crow-like looks, sometimes produce individuals whose looks resemble something closer . While mostly seen in the Beastlands, they are not unheard of in other areas of the world.
Ability Score Adjustments: Your Charisma score is increased by 1.
Strong Claws, Sharp Beak: You are Proficient using your beak and claws as weapons. They deal 1d4 and count as Finesse weapons.
Quick Reflexes: You get +2 to initiative.