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Kech

CR 3.00 Monstrous Humanoid NE Medium HD 4
This hairless simian's leathery skin has a camouflage pattern to it that shifts and changes as the creature moves.

Not quite man nor ape, the kech is a hairless primate that dwells in the deepest jungles. There they live in sizable tribes, relying upon their uncanny coloration and skill with bows to hunt prey. The green-and-brown camouflage coloration of a kech's flesh shifts and adapts to all surroundings to aid in stealth, but works particularly well in forests or jungles. This, combined with its uncanny ability to move through any terrain and leave no trace of its passage, makes the kech a masterful ambush hunter. A kech is 6 feet tall and weighs 240 pounds.

These creatures prefer to dwell in ruined jungle buildings, and when presented with an opportunity to seize a remote town, slaughter the citizens, and move in, the typical kech tribe does not hesitate. Keches are as cruel as they are stealthy, and most jungle villages do not realize that they are under attack by a band of keches until the battle is already decided, with more than half the village dead in their beds, never having had the chance to awake and sound an alarm. Once a village does rouse to mount a resistance, the keches often seek to subdue remaining victims rather than kill them. Those who are slaughtered are inevitably eaten within 24 hours as part of a tremendous victory feast. Prisoners are often kept in cages in close proximity to the feasting, for keches enjoy the sound of wailing as their victims watch their kin being consumed.

A kech tribe is typically led by a chieftain with 2–4 levels of ranger or fighter. Keches value magical support, particularly divine magic, for the jungle has no shortage of methods to wound, poison, or sicken those who dwell within. A kech cleric is as likely to worship an evil deity as it is one of the Four Horsemen or an evil elemental lord, but most kech priests are in fact druids. The combination of restorative magic and power over the natural world is often too seductive a path for a devout kech to ignore. Kech druids typically take apes as animal companions, and even tribes that lack druids generally have a few well-trained guard apes among them.

Cannibalism is seen as a particularly vile taboo by keches—this prohibition extends to the consumption of ape or monkey flesh, but notably does not extend to the flesh of humanoids.

HP
26 (4d10+4)
AC
16, touch 13, flat-footed 13 (+2 Dex, +1 dodge, +3 natural)
Init
+2
Speed
40 ft., climb 20 ft.
Fort
+2
Ref
+6
Will
+5
BAB
+4
CMB
+5
CMD
18
Melee
bite +5 (1d6+1), 2 claws +5 (1d4+1)
Ranged
longbow +6 (1d8/×3)
Racial Modifiers
+2 Perception, +4 Stealth (+10 in forests and jungles)
str
13
+1
dex
15
+2
con
12
+1
int
10
+0
wis
12
+1
cha
11
+0

Weapons: Simple

rend (2 claws 1d4 +1)

Universal Monster Rules

Rend (2 claws 1d4 +1) Ex from Universal Monster Rule
If it hits with two or more natural attacks in 1 round, a creature with the rend special attack can cause tremendous damage by latching onto the opponent's body and tearing flesh. This attack deals an additional amount of damage, but no more than once per round. The type of attacks that must hit and the additional damage are included in the creature's description. The additional damage is usually equal to the damage caused by one of the attacks plus 1-1/2 times the creature's Strength bonus.

Feats, Traits & Items

Dodge from Feat

You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Calculated: +1 Ac
Mobility from Feat

You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

Dodge bonuses stack with each other, unlike most types of bonuses.

Situational: vs. attacks of opportunity caused by moving out of or within a threatened area: +4 dodge AC

Acrobatics +6 (+10 when jumping), Climb +16, Perception +10, Stealth +13 (+19 in forests and jungles)

spell-like abilities:
Constant—Pass Without Trace (DC 11)
Details
Type
Monstrous Humanoid
Alignment
NE
Size
Medium
Environment
warm forests
Organization
solitary, pair, or tribe (3-36 plus 2-6 dire apes)
Treasure
standard (longbow with 20 arrows, other treasure)
Senses
darkvision 60 ft., low-light vision; Perception +10
Languages
Kech
Source
Bestiary 3
Source

Bestiary 3

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
3 House/Core
  • Uses feat: Dodge (Feat) — core content under OGL 1.0a
  • Uses feat: Mobility (Feat) — core content under OGL 1.0a
  • Knows spell: Pass Without Trace (Spell) — core content under OGL 1.0a
View references and cross-links for Kech

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