Tengu

Tengus are a race of feathered humanoids with the heads of ravens, and feet that end in sharp raptor-like talons. Often thought of as demons or oni, the tengu are feared and often-times hunted down. Fearing for their lives, tengu have learned how to disguise themselves; perhaps worst of all though, this demonic nature is seen as truth in many eyes, for the tengu are haunted by an ancient crime that robbed them of their wings and voice. Wandering the realms as vagabonds and burglars who live at the edge of mortal society. Tengu suffer from a sinister reputation that is not wholly unearned, but they can prove to be valuable allies.   Tengus are natural survivalists. For many, only theft and guile have afforded them the temporary luxuries other races take for granted. In the past, both humans and powerful races such as giants sought the bird-folk as slaves and servitors. Many tengus scavenged for survival, scraping for food in the shadows of cities or living as subsistence hunters and gatherers in the wild. Their descendants now struggle to find their place in contemporary society, often competing against negative stereotypes or driven to embrace them, and they rely on thievery and swordplay to get by in a harsh and unforgiving world.

5e Racial Stats

  • Ability Score Racial Traits: A tengu increases their Dexterity score by 2, and one other ability score of their choice by 1.
  • Type: Tengus are humanoids with the avian subtype.
  • Size: Tengus are medium.
  • Speed: Tengus have a base speed of 30ft.
  • Languages: You can read and write Common, Auran, and Chiripi, but you can speak only by using your Mimicry trait. When speaking in Chiripi, you do not need to use your mimicry trait, unless you are mimicking another speaker.

Carrion Sense (2) (Su)

You have the ability to detect the scent of carrion and death. You have advantage on Wisdom (Perception) checks made to perceive something smelling of carrion or death via smell, as well as on Wisdom (Survival) checks made to track a creature that is bleeding or otherwise smells of death or has died during your hunt. Additionally, as a bonus action on your turn, you can make a Wisdom (Perception) check against a creature within 30 feet to determine the current hit point total, number of failed and successful death saves, and whether or not a disease is affecting the target creature, the DC of this check is equal to 15, or the DC of the highest DC disease currently affecting the creature, whichever is higher. Should you hit the base DC, but fail to reach the disease DC, you fail to determine if the target is diseased, but learn the rest.

Expert Forgery (1) (Ex)

You can duplicate other creatures’ handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.

Mimicry (2) (Ex)

You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.

Tengu Magic (2) (Ma)

Your people have inherited ancient magic passed on from the Spirit World. You know the minor illusion cantrip. When you reach 3rd level, you can cast the disguise self spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the detect thoughts spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Tengu Training (1) (Ex)

You are proficient in your choice of two of the following skills: Acrobatics, Deception, Linguistics, Stealth, and Sleight of Hand.

Words of the Past (1) (Su)

You can read, write, and "speak" one additional language of your choice. You also have an advantage when attempting to read or understand any language you do not know. This does not give you the ability to speak or write that language; instead you are merely understanding the basic idea of what is being communicated.

Basic Information

Anatomy

Tengus are avian humanoids whose features strongly resemble crows. They have broad beaks and both their arms and their legs end in powerful talons. Though tengus are unable to fly, iridescent feathers cover their bodies—this plumage is usually black, though occasionally brown or blue-back. Their skin, talons, beaks, and eyes are similarly colored, and most non-tengus have great difficulty telling individuals apart. Tengus who wish to be more easily identified by other humanoids may bleach certain feathers or decorate their beaks with dyes, paint, or tiny glued ornaments. Though they are about the same height as humans, they have slight builds and tend to hunch over. A tengu’s eyes sit slightly back and to the sides of their head, giving them binocular vision with a slightly more panoramic field of view than other humanoids. Like many avians, tengus have hollow bones and reproduce by laying eggs.

Growth Rate & Stages

Base Intuitive Self-Taught Trained
12 years +1d4 year (13 - 16 years) +1d6 years (13 - 18 years) +2d4 years (14 - 20 years)
 
 
Young Middle Age Old Venerable Maximum Age
under 6 years 30 years 45 years 60 years 60 + 2d10 years

Civilization and Culture

Naming Traditions

Given that tengu can duplicate any sound, their names are drawn from a staggering variety of noises and phrases. Tengu names tend to break down into three categories that make no distinction between male and female names.
  Tengu thugs, warriors, and toughs adopt noises made by weapons, such as the clang of a mace against armor or the sound made by a breaking bone. Non-tengu refer to the tengu by describing this noise. Examples of this type of name include Smasher, Clanger, Slicer, and Basher.
  Tengu thieves, con artists, and burglars adopt animal noises, typically those common in urban settings. In this manner, tengu can call out to each other while those who overhear them mistake them for common animals. Non-tengu use names that refer to the sound made or the animal a tengu mimics, such as Rat Scratch, Whistler, Mouser, and Growler.
  Some tengu turn their back on crime to pursue legitimate trades. These tengu adopt noises made as part of their craft. A sailor duplicates the sound of a fluttering sail, while a smith mimics the clanging of a hammer on metal. Non-tengu describe these folk by their trade sounds, such as Sail Snap, Hammerer, and Cutter.
Average Physique
Gender Base Height Height Modifier Weight Weight Modifier
Female 3' 10" +2d6" (4’ 0" – 4’ 10") 45lb. +2d6*3lb. (51 – 81lb.)
Male 4' 0" +2d6" (4’ 2" – 5’ 0") 55lb. +2d6*3lb. (61 – 91lb.)
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