KENKU COMBAT ENCOUNTER

I am currently running an Oriental Adventures (OA) campaign called The Divine Heir and the Jade Regent loosely based around the Pathfinder Adventure Path the Jade Regent with strong influences from Sekiro.  The first adventure is called The Ashina Legacy and is essentially the The Brinewall Legacy set in and completely converted to an OA setting.

I had to rewrite the adventure intro and re-theme the monsters but it worked well.  Here is the flowchart of the adventure (and campaign).


This replaces the entire lizardman area in the adventure.  I lifted the map and setup from a 4e adventure (can’t recall which) and converted the 4e Kenkus.  This was a memorable fight with 1 PC dieing. 

Screen Shot 2019-09-25 at 5.41.17 pm

This encounter replaces dungeon encounter V3.

Setup

  • 5 kenku tribals (T)
  • 1 kenku inciter (I)
  • 1 kenku wing mage (M)
  • 1 gelatinous cube (G)

When the PCs first see the tor, read:
A 20-foot-wide hall leads east. Dirt and black feathers are strewn everywhere. At the far end, a barricade of tumbled stone stands before splintered and broken iron double doors. Two hooded heads poke over the barricade, watching the approach.

A pair of kenku tribals guards the western portico of this chamber, behind a barricade (granting them +4 AC from ranged attacks from the west). If the 2 kenku hear invaders on the stairs, they use their mimicry ability while ducked down behind the barricade, making their voices sound just like one of the heroes (if they heard them talking) or a small child calling for help. The kenku attempt to draw the heroes forward, into the main chamber of room 1. If combat breaks out, each kenku tribal throws 1 javelin, then retreats into the main chamber of room 1. The overall strategy of the kenku is to draw heroes into the main room, where heroes are more likely to fall into the clutches of either the mobile gelatinous cube or the one stuck at the bottom of the central pit.

If PCs see into the main room, read:
An empty stone niche looks across the room’s surprisingly dirt-free expanse, over an uncovered pit, to a shrine on the east wall that glimmers dimly. Dark forms scamper about the chamber.

Tactics
As described above, the kenku first try to lure heroes into the main room so that they can draw characters into or near the stone niche containing the mobile gelatinous cube or push characters into the pit that contains a gelatinous cube at its bottom. The kenku tribals rely on their ranged javelins and resort to melee only if forced into it. The tribals

remain clear of the 10-foot-wide unmarked space between the niche containing the gelatinous cube and the open pit. The kenku inciter uses its chain slide ability to slide heroes either into the pit or toward the niche containing the gelatinous cube, whichever is close. The kenku wing mage uses its hurricane blast to slide heroes toward the same doom as the inciter, whenever that power is available. The gelatinous cubes attack

all creatures indiscriminately, so the kenku are sure to stay away from them. The mobile gelatinous cube doesn’t enter combat until a hero is within 3 squares (allowing it to slide forward 3 and attack). Don’t forget about the gelatinous cube’s action point, which it should use to gain an extra engulf attack or an immediate attack against an immobilized enemy. The gelatinous cubes attack all creatures indiscriminately, so the kenku are sure to stay away from them.

Features of the Area
Illumination: Dark. The kenku can see in the dark; the PCs must provide their own light source.
“Empty” Niche: The stone nook containing a gelatinous cube appears empty (DC 25 Perception check to notice otherwise). Every so often the cube slides forth and “cleans” the chamber of loose feathers and dirt, during which times the kenku make themselves absent.
Pit: The bottom 10 feet of this 30-foot-deep pit contains another gelatinous cube, but this one can’t move or attack. Any creature that falls in is automatically engulfed. Creatures that escape the engulfing grab must immediately succeed at a DC 15 Athletics check to maintain a hold on the side of the rough wall (DC 10 if someone lowers a rope) or fall back into the body of the cube. This cube does not make slam attacks. It can be detected only if characters examine the pit specifically (or someone falls in, of course); a cursory search of the chamber won’t reveal it. The presence of this cube contributes 285 XP to this encounter, which is already figured into the total.
Shrine: The shrine is dedicated to the Ebony Prince, an oni lord with four raven wings.

Treasure: +1 Spirit Emblem.


KENKU TRIBAL
Medium humanoid (kenku, minion), chaotic neutral
Armor Class 13
Hit Points 1; a missed attack never damages a minion.
Speed 30 ft.
STR                 DEX                CON                INT                 WIS                CHA
10 (+0)        16 (+3)        10 (+0)        11 (+0)        10 (+0)        10 (+0)
Skills Deception +4, Perception +2, Stealth +5
Senses Passive Perception 12
Languages Auran, Common understands but speaks only through the use of its Mimicry trait
Challenge 1/4 (50 XP)

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

ACTIONS
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target.
Hit: 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack.

Javelin. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 30/120 ft., one target.
Hit: 3 (1d6) piercing damage.


KENKU SNEAK
Medium humanoid (kenku), chaotic neutral
Armor Class 13
Hit Points 13 (3d8)
Speed 30 ft.
STR                 DEX                CON                INT                 WIS                CHA
10 (+0)        16 (+3)        10 (+0)        11 (+0)        10 (+0)        10 (+0)
Skills Deception +4, Perception +2, Stealth +5
Senses Passive Perception 12
Languages Auran, Common understands but speaks only through the use of its Mimicry trait
Challenge 1/4 (50 XP)

Ambusher. The kenku has advantage on attack rolls against any creature it has surprised.

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

Hidden Strike. A kenku deals 8 (2d4 + 3) extra damage against any target from which it is hidden.

Wasp Venom. The kenku coat their weapons with wasp venom. A creature injured by a melee attack must make a DC 10 Constitution saving throw or become poisoned for 1 hour and has their movement halved while poisoned.

ACTIONS
Ninja-To. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) slashing damage plus wasp venom.

Hankyu. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target.
Hit: 6 (1d6 + 3) piercing damage.

Stink Bomb. The kenku throws a stink bomb at a target. All creatures within 5 feet of the target spot must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature’s next turn.

*Monitor Lizard becomes guard chicken.


KENKU WING MAGE
Medium humanoid (kenku), chaotic neutral
Armor Class 15 (Natural Armor)
Hit Points 27 (5d8 + 10)
Speed 30 ft. (see wings of the flock)
STR                 DEX                CON                INT                 WIS                CHA
7 (-2)           15 (+2)        14 (+2)        10 (+0)        9 (-1)           14 (+2)
Skills Arcana +2, Medicine +1
Senses darkvision 60 ft., passive Perception 9
Languages Auran, Common understands but speaks only through the use of its Mimicry Challenge 1 (200 XP)

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

Wings of the Flock (1/Day). As a bonus action, the kenku wing mage gains a fly speed of 30 ft and can hover but no higher than 20 feet for next 1 minute.

 

Actions
Murder of Crows. Ranged Spell Attack: +4 to hit, range 100 ft., one target.
Hit: 7 (1d10 + 2) force damage, and the target grants advantage to the kenku wing mage (DC 12 Dexterity saving throw ends).

Death Flock. The kenku wing mage chooses a point he can see within 100 feet and a 10 ft sphere at that point is filled with a flock of shadowy crows. Each creature takes 5 (1d6 +2) force damage and must make a DC 12 Dexterity saving throw or become dazed.

Hurricane Blast (Recharge 5-6). The kenku wing mage blasts all creatures adjacent to him within a 15 ft square. The target takes 9 (2d6 +2) force damage on a failed DC 12 Constitution saving throw and is moved up to 15 feet in a direction the kenku wing mage determines. On a successful save the target is not moved.

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.


ORBAKHAG, KENKU INCITER
Medium humanoid (kenku), chaotic neutral
Armor Class 15 (studded leather)
Hit Points 65 (10d8 + 20)
Speed 30 ft.

STR                 DEX                CON                INT                 WIS                CHA
15 (+2)        16 (+3)        13 (+1)        11 (+0)        10 (+0)        10 (+0)
Skills Deception +4, Perception +2, Stealth +5
Senses Passive Perception 12
Languages Auran, Common understands but speaks only through the use of its Mimicry trait
Challenge 2 (450 XP)

Ambusher. The kenku has advantage on attack rolls against any creature it has surprised.

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

Hidden Strike. A kenku deals 8 (2d4 + 3) extra damage against any target from which it is hidden.

Marked. Anytime the kenku inciter hits with his spiked chain he may mark a target. A target that is marked has disadvantage attacking any other creature except the kenku inciter. When the kenku inciter hits a marked target with his spiked chain he does an additional 1d4 damage.

ACTIONS
Multiattack. The kenku inciter makes three melee attacks: two with his cold iron mace and one with his dagger. Or the kenku inciter makes two ranged attacks with its daggers.

Cold Iron Spiked Chain. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
Hit: 6 (1d6 + 3) bludgeoning damage and the target is marked. If the target is a creature, the kenku can choose one of the following additional effects:

  • The target must succeed a DC 12 Strength saving throw or drop one item of the kenku’s choice.
  • If the target is a Large or smaller creature, it must succeed a DC 12 Strength saving throw or be pushed back up to 15 feet.

Sling. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target.
Hit: 5 (1d4 + 3) piercing damage.

Flock Reaction (3-6). The kenku incited targets up to 3 other kenkus within 60 feet and they can all move 5 feet.

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