Kenku Saboteur mage

"Whisper" - Kenku Mage & Arcane Saboteur

Physical Description:

A wiry Kenku draped in a patched, hooded cloak covered in small trinkets and charms. His jet-black feathers are dull from years of city grime, and his glowing green eyes dart constantly, taking in everything. He carries a twisted wooden staff with arcane symbols carved into it and a belt lined with scrolls and vials of arcane residue. He never speaks in his own voice—only in stolen snippets of past conversations.

Personality and Motivation:

Whisper is the arcane expert of the strike team, sent to disrupt the city's magical infrastructure and sow chaos through illusions, enchantments, and destruction. Unlike most kenku, he embraces his mimicry, using it to confuse and manipulate others. He follows orders from Herdlend with quiet efficiency, though he enjoys the thrill of watching people panic when his magic turns the world against them. He is loyal to Della, viewing her as the true leader, and will prioritize protecting her over the other strike team members.

Fighting Strategy:

Whisper avoids direct combat, instead using trickery, illusions, and teleportation to confuse his foes. He thrives in urban environments, turning the city's own layout against its defenders. If cornered, he uses short-range teleportation and defensive spells to escape, never staying in one place for long. His magic is focused on misdirection, mental control, and battlefield manipulation rather than raw damage.

Stats

  • Armor: Mage Armor (AC 14)
  • HP: 75 (10d8+30)
  • Speed: 30 ft.
STR +0DEX +4CON +1WIS +1INT +4CHA +2

Saving Throws & Skills

  • Saving Throws: Int +7, Wis +6
  • Skills: Arcana +9, Deception +5, Stealth +8, Perception +6, Sleight of Hand +7, Investigation +8

Equipment:

  • Twisted Mage Staff – Functions as an Arcane Focus, can also be used as a melee weapon (1d6 bludgeoning).
  • Scrolls of Chaos – Contains Disguise Self, Silent Image, and Invisibility (used outside of combat).
  • Smoke Bombs – Used to make quick escapes (Heavily obscures a 10-ft. radius for 1 minute).
  • Tinker’s Pouch – Filled with small mechanical traps and arcane tricks.

Abilities:

  • Arcane Trickster. Whisper automatically knows Minor Illusion, and casting it requires no components. He can also mimic voices and sounds perfectly, making Insight (DC 16) necessary to detect his deception.
  • Blink Step (Recharge 4-6). As a bonus action, Whisper can teleport up to 30 feet to an unoccupied space he can see.
  • Evasion. If he makes a Dexterity saving throw to take half damage, he instead takes no damage on a success.

Actions

  • Multiattack- Whisper makes two attacks with his staff or casts a cantrip and makes a melee attack.
  • Staff Strike- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.
  • Arcane Bolt. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 9 (2d6+3) force damage.
  • Phantasmal Chains (Recharge 5-6)- Whisper targets a creature within 30 ft., forcing them to make a DC 15 Wisdom saving throw. On a failure, they are restrained for 1 minute by shadowy chains only they can see. The target can attempt the save again at the end of each turn.
  • Arcane Flashbomb (Bonus Action)- Whisper throws a small arcane burst at his feet, forcing all creatures within 10 ft. to make a DC 14 Constitution save or be blinded until the end of their next turn. He can immediately use his Blink Step ability after this.

Spellcasting (7th-Level Caster, DC 15, +7 to hit)

  • At Will: Minor Illusion, Message, Mage Hand, Prestidigitation, Mind Sliver, Disguise Self
  • 3 Per Day- Magic Missile, Shield, Mirror Image, Hold Person
  • 1 Per Day- Phantasmal Killer, Greater Invisibility