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Battle Leader RekarekCreature 2

Source Pathfinder #157: Devil at the Dreaming Palace
Perception +10 (darkvision)
Languages Draconic
Skills Athletics +9, Intimidation +7, Stealth +6
Str +3, Dex +2, Con +4, Int -1, Wis +1, Cha +1

AC 17; Fort +12; Reflex +8; Will +5;
HP 40
Speed 20 feet

Greatpick One Action +12 (+7, +2) to hit (fatal d12) 1d10+3 Piercing
Longspear One Action +9 (+4, -1) to hit (reach) 1d8+3 Piercing
Sling One Action +10 (+5, +0) to hit (propulsive, range increment 50, reload 1) 1d6+1 Bludgeoning


A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Haphazard Hack Two Actions

Requirements Rekarek is adjacent to two or more enemies

Effect Rekarek makes three melee weapon Strikes, two of which must be against different enemies.

These attacks count toward her multiple attack penalty, but only after all three Strikes have been made.

After taking this activity, Rekarek is Flat-Footed until the beginning of her next turn.



A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.


Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.


A creature with this trait is a member of the kobold ancestry.