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GrefCreature 2


UniqueLESmallHumanoidRatfolk
Source Pathfinder #157: Devil at the Dreaming Palace
Perception +9 (darkvision)
Languages Common, Undercommon
Skills Acrobatics +8, Deception +6, Stealth +8, Thievery +8
Str +2, Dex +4, Con +2, Int -1, Wis +2, Cha +0

AC 17; Fort +9; Reflex +12; Will +4;
HP 40
Speed 25 feet

Katar One Action +10 (+6, +2) to hit (agile, deadly d6, finesse, monk) 1d4+2 Piercing
Fangs One Action +8 (+4, +0) to hit (agile, finesse) 1d4+2 Piercing
Crossbow One Action +10 (+5, +0) to hit (range increment 120, reload 1) 1d8 Piercing

Darkvision

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.

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

Gref has trained extensively with the katar blade. Any katar he wields gains the finesse trait.

Quick Stow Free Action

Frequency once per round.


Effect Gref 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.



Traits

Unique

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

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

Ratfolk

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