Kenku
Medium-sized Monstrous Humanoid
Hit Dice	3d8 (13 hp’s)	
Initiative	+1 (Dex)	
Speed	20ft, Flight 40ft (Poor)	
AC	15 (+1 Dex, +1 natural, +3 Studded Leather)	
Attacks	Claws (2) +3 melee, Bite –2, or By weapon +3 melee +4 ranged	
Damage	Claws 1d4, Bite 1d4, By weapon	
Face/Reach	5ft x 5ft/ 5ft	
Special Attacks	Spells	
Special Qualities	Spells, Low-light Vision (60ft), Telepathic	
Saves	Fort +1, Ref +5, Will +4	
Abilities	Str 10, Dex 13, Con 10, Int 9, Wis 10, Cha 10	
Skills	Bluff +7, Disguise +13, Diable Device +5, Escape Artist +7, Hide +7, Listen +6, Move Silently +7, Open Lock +7, Pick Pocket +7, Spot +6	
Feats	Alertness	
Climate/Terrain	Any land	
Organization	Clans of 2 to 8 members	
Challenge Rating	2	
Treasure	Standard	
Alignment	Usually Neutral	
Advancement Range	By character class	

See the AD&D 2nd Edition Monstrous Manual for more information.

Combat:
Kenku usually fight with scimitars or quarterstaves when not diguised, and always when in disguise to try and keep their true identities secret.  They rarely kill unless allowing their foe to live would endanger their own survival.

Spells: No matter what class a kenku chooses they will gain spell casting powers as they get older.  Three hit die kenku can cast one 1st level sorcerer spell (usually magic missile) and also the ability to shape change and retain that shape for seven days (medium-sized shapes only).  Four HD kenku gain another 1st level sorcerer spell (usually shocking grasp) and also the ability to become invisible with no limitation on duration of frequency of use.  Five HD kenku gain a 2nd level sorcerer spell (usually mirror image or web) and the innate ability to call lightning (same as the 3rd level druid spell).

Telepathic: Kenku cannot speak as other humanoids, but they do have a limited form of telepathy that they use to communicate.  Kenku also are fluent with sign language and pantomime.

Skills: +10 to Diguise checks, and +4 to the following skills: Bluff, Disable Device, Escape Artist, Hide, Move Silently, Open Lock, and Pick Pocket.

Society:
See the AD&D 2nd Edition Monstrous Manual for more information.

Characters:
Kenku are commonly rogues, though there are several powerful sorcerers among them as well.  Some kenku also take to the fighter class, but bards and clerics are nearly unheard of.