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KemenelesCreature 2

Source Pathfinder #157: Devil at the Dreaming Palace
Perception +9
Languages Celestial, Common, Draconic, Dwarven, Elven
Skills Arcana +8, Crafting +8, Occultism +8
Str +0, Dex +4, Con -2, Int +4, Wis +3, Cha +1

AC 14 14 without mage armor; Fort +3; Reflex +8; Will +11;
HP 20
Speed 25 feet

Fist One Action +6 (+2, -2) to hit (agile, finesse, nonlethal, unarmed) 1d4 Bludgeoning

Eschew Materials

You can use clever workarounds to replicate the arcane essence of certain materials. When you Cast a Spell that requires material components, you can provide these material components without a spell component pouch by drawing intricate replacement sigils in the air.

Unlike when providing somatic components, you still must have a hand completely free. This doesn't remove the need for any materials listed in the spell's cost entry.

Prepared Arcane Spells (DC 18, +12 to hit)

Cantrips (1st Level): Acid Splash, Detect Magic, Mage Hand, Prestidigitation, Ray of Frost
1st Level: Burning Hands, Mage Armor, Magic Missile, Shocking Grasp

Focus Spells (DC 18, +12 to hit)

1st Level: Force Bolt



Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.


A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.


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