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Kekker

Creature 2 (unique) — humanoid, ratfolk

Pre-Remaster content. May include legacy alignment.

FlankerLAND

Source: agents-of-edgewatch-bestiary (Pre-Remaster)

Perception +9; darkvision
Languages common, sakvroth
Skills acrobatics +8, deception +6, stealth +8, thievery +8
Str
+2
Dex
+4
Con
+2
Int
-1
Wis
+2
Cha
+0
Items Crossbow, Katar, Leather Armor, Snake Oil (2), Tindertwig
AC 17 Fort +9 Ref +12 Will +4
HP 40
Speed 25 feet

Offense

Melee Katar (agile, deadly-d6, finesse, monk) +10, Damage 1d4+2 piercing
Melee Fangs (agile, finesse) +8, Damage 1d4+2 piercing
Ranged Crossbow (reload-1) +10, range increment 120 feet, Damage 1d8 piercing

Abilities

Cheek Pouches — A ratfolk has stretchy cheek pouches that can store up to 1 cubic foot of objects. The ratfolk can remove or store an item using the Interact action. As long as the ratfolk has at least one object in its cheek pouches, its speech is noticeably difficult to understand.
Katar Specialist — Kekker has trained extensively with the katar blade. Any katar he wields gains the finesse trait.
Quick StowFrequency once per round.

Effect Kekker stores one held item of light or negligible Bulk in his cheek pouches.
Swarming — A ratfolk can end its movement in the same square as an ally that also has this ability.

Only two such creatures can share the same space.

WORKS WELL WITH

AnvilLANDAnvil pins foes in place so Kekker can exploit Swarming to share a square and gain advantageous flanking angles.
SnareLANDSnare creates hazardous terrain that Kekker can kite enemies toward using high Dexterity and mobility.

PUNISHES

✖ low Reflex
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder #157: Devil at the Dreaming Palace.

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