Kenku Inciter - Monsters

Kenku Inciter
Medium natural humanoid
Level 4 Soldier (Leader) XP 175

Initiative +8        Senses Perception +3; low-light vision
HP 54; Bloodied 27
AC 20; Fortitude 16, Reflex 16, Will 15
Speed 6

(⚔) Spiked Chain (standard, at-will) ✦ Weapon

Reach 2; +11 vs AC; 2d4+5 damage, and the target is marked until the end of the kenku inciter's next turn.

(➶) Sling (standard, at-will) ✦ Weapon

Ranged 10/20; +11 vs AC; 1d6+5 damage.

Chain Slide (standard, at-will) ✦ Weapon

Reach 2; targets an enemy marked by the kenku; +11 vs AC; 2d4+5 damage, and the target slides 3 squares.

Flock Reaction (standard, recharge ⚃⚄⚅)

Close burst 3; targets kenkus; the target shifts 1 square as a free action.

Flock Effect

A kenku inciter gains a +3 bonus instead of +2 while flanking, and it grants a +3 bonus instead of +2 while aiding another.

Mimicry

A kenku inciter can mimic sounds and voices. A successful Insight check opposed by the inciter's Bluff check allows a listener to determine that the effect is faked.

Alignment Unaligned        Languages Common
Skills Bluff +10, Intimidate +10
Str 13 (+3)      Dex 18 (+6)      Wis 12 (+3)
Con 14 (+4)      Int 10 (+2)      Cha 16 (+5)

Equipment: leather armor , sling , spiked chain .


Published in Dungeon Magazine 169, page(s) 12.