Kzachra
Kzachra
Sheet
AC 15 · HP 13 · 30 ft.Saving throws
Skills
- Animal HandlingWIS
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- InvestigationINT
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
10 featuresAlways on
- Favored EnemyLevel 1
You always have the Hunter's Mark spell prepared. You can cast it twice without expending a spell slot, and you regain those uses when you finish a Long Rest. You can also cast it using spell slots as normal.
- Weapon MasteryLevel 1
You gain the ability to use the mastery properties of two kinds of weapons of your choice with which you are proficient. Chosen weapons: Longbow and Shortsword.
- SpellcastingLevel 1
You can cast prepared Ranger spells using Wisdom as your spellcasting ability. You have two level 1 spell slots and can use a Druidic Focus or similar focus where permitted by your equipment and spell choices.
- Expert DuplicationKenkuYou have Advantage on ability checks made to produce an exact duplicate of writing or craftwork.
- Kenku RecallKenkuYou gain proficiency in two skills of your choice. When you make an ability check using a skill in which you are proficient, you can give yourself Advantage before rolling. You can use this benefit a number of times equal to your Proficiency Bonus, regaining all expended uses after a Long Rest.
- MimicryKenkuYou can accurately mimic sounds you have heard, including voices. A creature can identify the sound as an imitation with a successful Wisdom (Insight) check against DC 12.
- Creature TypeKenkuHumanoid.
- SizeKenkuMedium.
- SpeedKenku30 feet.
- Criminal ContactCriminal
You have a reliable connection among former accomplices, fences, smugglers, or other criminals. This contact can pass messages, provide rumors, or arrange discreet introductions, although they will not risk their life for you without a compelling reason.
Spells
3 spellsSpellcasting. Kzachra casts with Wisdom (spell save DC 11, to hit with spell attacks).
1st level (2 slots): , ,
Gear
12 itemsWeapons
- 2×ShortswordA light, finesse martial weapon that deals 1d6 piercing damage and has the Nick mastery property when selected for Weapon Mastery.
- LongbowA martial ranged weapon that deals 1d8 piercing damage and has the Vex mastery property when selected for Weapon Mastery.
- DaggerA narrow knife kept hidden in her boot, acquired during her criminal years.
Armor
- Scale MailProtective armor made from interlocking metal plates, worn over padded clothing. Armor Class 14 plus Dexterity modifier, maximum +2.
Tools
- Thieves' ToolsA compact steel tool set for opening locks and disabling traps.
Gear
- QuiverA case containing ammunition for the longbow.
- 20×ArrowsArrows suitable for the longbow.
- Dungeoneer's PackA pack containing basic exploration supplies such as bedrolls, cookware, rope, torches, and rations.
- CrowbarUseful for prying crates, levering doors, and making an improvised weapon.
- 2×PouchSmall leather containers used for coins, stolen goods, and carefully folded notes.
- Traveler's ClothesDurable travel clothing, patched at the knees and treated against rain.
Purse
- 16×Gold PiecesStarting currency retained after purchasing essential equipment.
Appearance
A medium-sized female kenku with charcoal-black feathers, pale silver edging along the wing feathers, and a narrow, observant face. Years spent sleeping under awnings and climbing brick walls have roughened the skin around her talons and left a permanent dust-darkening beneath her feathers. Her beak is unusually broad at the base, with a small notch along one edge from years of cracking nutshells, biting cord, and testing metal tools. When she laughs, which is rare but startlingly warm, she reveals a row of tiny polished bone charms threaded through the feathers at her throat. She wears practical scale mail beneath a weather-stained green cloak and keeps her bow wrapped in oiled leather.
Mannerisms
Kzachra rarely speaks in a single uninterrupted voice. She begins with her own rough croak, then borrows a remembered accent or phrase when emotion sharpens. When listening, she tilts her head in small precise angles, as if filing each sound into a mental cabinet. Before opening a lock, she taps the tool against her beak three times.
Personality
Watchful, dryly humorous, and fiercely protective of people who are overlooked. Kzachra prefers to observe a room before joining it and trusts practical competence more than promises. She has a fondness for honest workers, stray animals, and anyone who admits fear without pretending it is weakness.
Ideals
No one should be powerless before the people who control food, medicine, roads, or information. Rules deserve respect only when they protect the vulnerable.
Bonds
A child from the river district still wears a copper button Kzachra gave her as payment for silence. Kzachra sends part of every reward back to that neighborhood and will risk almost anything to keep its people from being exploited again.
Flaws
She assumes every kindness has a hidden price and often ruins sincere alliances by searching for the betrayal she expects. Once she has memorized someone's voice, she finds it difficult to stop using it, especially when angry or frightened. She also has a dangerous instinct to steal evidence from powerful people, even when leaving it alone would be wiser.
Quirks
Background
She was born in a crowded riverside rookery where kenku families traded in recollected sounds, copied documents, and whatever secrets could be carried without weight. Her first name was not bestowed so much as assembled from the clipped command of a dockmaster, the throat-call of a desert bird, and the soft Nahuatl-influenced word her foster mother used for a stubborn child. She eventually settled on Kzachra, pronounced KZAH-kra, because it was short enough to remember and difficult for strangers to imitate correctly. Kzachra learned burglary from a small crew that used her mimicry to draw guards away from warehouses. She was good at locks, ledgers, and remembering every face she passed, but she became a criminal for the wrong reason. Her crew began robbing medicine shipments and selling them back to desperate neighborhoods. Kzachra stole the ledgers, exposed the operation, and fled before the gang could decide whether betrayal deserved a blade. While hiding in the marshes beyond the city, she discovered that tracking smugglers came naturally to her. Now she works as a ranger, hunting predators that wear human faces, while quietly returning stolen goods whenever she can find their rightful owners.
“She eventually settled on Kzachra, pronounced KZAH-kra, because it was short enough to remember and difficult for strangers to imitate correctly.”
- Background
- Criminal
Connections
Species
Kenku
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