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RytaCreature 4


UniqueLNSmallHumanoidRatfolk
Source Pathfinder #164: Hands of the Devil
Perception +10 (darkvision)
Languages Common, Undercommon
Skills Acrobatics +11, Diplomacy +12, Intimidation +12, Performance +12, Society +9, Stealth +11
Str +1, Dex +3, Con +0, Int +1, Wis +2, Cha +4

AC 21; Fort +8; Reflex +13; Will +10;
HP 60
Speed 25 feet

Fangs One Action +13 (+9, +5) to hit (agile, finesse) 1d4+1 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.

Dance Moves Reaction

Trigger Ryta is targeted with a melee or ranged attack by an attacker she can see.


Effect Ryta Steps and gains a +2 circumstance bonus to AC against the triggering attack.

Cheek Pouches

Ryta has stretchy cheek pouches that can store up to 1 cubic foot of objects (though no more than four light items). She can remove or store an item using the Interact action. As long as she has at least one object in her cheek pouches, her speech is noticeably difficult to understand.

Swarming

Ryta can end her movement in the same square as an ally that also has this ability. Only two such creatures can share the same space.

Vocal Warm-Up One Action

Ryta sets up devastating vibrations that echo in her throat and her cheek pouches. Until the start of her next turn, her fangs Strikes deal an additional 2d8 sonic damage.

Ryta can't use Vocal Warm-up if she has an object in her cheek pouches.


Occult Spontaneous Spells (DC 21, +13 to hit)

Cantrips (2nd Level): Dancing Lights, Daze, Ghost Sound, Shield, Telekinetic Projectile
1st Level (4 slots): Charm, Command, Soothe (2x), Ventriloquism
2nd Level (3 slots): Deafness, Shatter



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.