Upheaval

Kech

CR 3, NE Medium Monstrous humanoid

Senses: Perception 10, Darkvision 60, Low Light Vision

Speed: 40 ft., climb 20 ft.  Skills: Acrobatics 5, Athletics 4, Stealth 13

Languages: Kech

Ability Scores: Str 13 (+2), Dex 15 (+7), Con 12 (+2), Int 10 (+5), Wis 12 (+6), Cha 11 (+5)

INIT: +2  CP: +4  HP: 26 (4d10+4)  SA: 6  DC: 16

AC: 16  Touch: 13  Flat-footed: 13 [+3 Dodge, +3 Natural]

SR: --  Vulnerable: --  Resistant: --  Bypass: --

Immunity: --  Effect Immunity: --

QUALITIES

Mobility (ex) - All attacks of opportunity made against the Kech are done at disadvantage.

Constant Spell-Like Abilities (Sp) - The following spells are always active: Pass without Trace

ACTIONS
Attacks
DESCRIPTION

Environment: warm forests

Organization: solitary, pair, tribe (3-36 plus 2-6 dire apes)

Treasure: standard (longbow with 20 arrows, other treasure)

This hairless simian's leathery skin has a camouf lage pattern to it that shifts and changes as the creature moves.

Not quite man nor ape, the kech is a hairless primate that dwells in the deepest jungles. There they live in sizable tribes, relying upon their uncanny coloration and skill with bows to hunt prey. The green-and-brown camouf lage coloration of a kech's flesh shifts and adapts to all surroundings to aid in stealth, but works particularly well in forests or jungles. This, combined with its uncanny ability to move through any terrain and leave no trace of its passage, makes the kech a masterful ambush hunter. A kech is 6 feet tall and weighs 240 pounds. These creatures prefer to dwell in ruined jungle buildings, and when presented with an opportunity to seize a remote town, slaughter the citizens, and move in, the typical kech tribe does not hesitate. Keches are as cruel as they are stealthy, and most jungle villages do not realize that they are under attack by a band of keches until the battle is already decided, with more than half the village dead in their beds, never having had the chance to awake and sound an alarm. Once a village does rouse to mount a resistance, the keches often seek to subdue remaining victims rather than kill them. Those who are slaughtered are inevitably eaten within 24 hours as part of a tremendous victory feast. Prisoners are often kept in cages in close proximity to the feasting, for keches enjoy the sound of wailing as their victims watch their kin being consumed. A kech tribe is typically led by a chieftain with 2-4 levels of ranger or fighter. Keches value magical support, particularly divine magic, for the jungle has no shortage of methods to wound, poison, or sicken those who dwell within. A kech cleric is as likely to worship an evil deity as it is one of the Four Horsemen or an evil elemental lord, but most kech priests are in fact druids. The combination of restorative magic and power over the natural world is often too seductive a path for a devout kech to ignore. Kech druids typically take apes as animal companions, and even tribes that lack druids generally have a few well-trained guard apes among them. Cannibalism is seen as a particularly vile taboo by keches-this prohibition extends to the consumption of ape or monkey flesh, but notably does not extend to the flesh of humanoids.

Kechs are monkey-like humanoids standing about 6 feet tall and weighing about 150 pounds. They make their homes in trees and prefer to move through the trees rather than on the ground. They have an almost human organization and society among the various tribes and clans. Family units dwell in a single lair (usually a hollowed tree or small hut built among the branches of a leafy tree). The kech has leathery skin that on first glance resembles a covering of leaves and foliage. Kechs attack from ambush, preferring to ensnare their prey in pits, traps, or the like. If faced with a weak adversary, they attack with a frontal assault, seeking to kill as quickly as possible. Slain prey is dragged into the kech's lair and devoured at the creatures' leisure. Kech Characters Kechs have racial Hit Dice and can have class levels. Kech characters possess the following racial traits. +2 Strength, +4 Dexterity, +2 Constitution, +2 Wisdom. Kechs are dexterous and hardy jungle survivors. Base speed: Kechs' base speed is 40 feet. A kech has a climb speed of 20 feet. Darkvision: Kechs can see in the dark up to 60 feet and low-light vision. Racial Hit Dice: A kech begins with five levels of monstrous humanoid, which provide 5d10 HD, a base attack bonus of +5, and base saves of Fort +1, Ref +4, and Will +4. Racial Skills: A kech's monstrous humanoid levels give it skill points equal to 5 x (4 + Int modifier, minimum 1). Kechs have a +4 racial bonus on Stealth checks and a +2 racial bonus to Perception checks. Due to their coloration and leaf-like skin, kechs have a +10 racial bonus on Stealth checks when in a forested area. Racial Feats: A kech's monstrous humanoid levels give it three feats. Weapon Proficiency: A kech is automatically proficient with simple weapons. AC: Kechs have a +4 natural armor bonus. Natural Weapons: Kechs can fight with 2 claws (1d4) and a bite (1d6). Special Attacks: rend (2 claws, 1d4+1-1/2 times Str modifier) SQ: pass without trace (see above) Languages: Kechs begin play speaking Kech. Kechs with high Intelligence scores can choose from the following bonus languages: Common, Elven, Goblin, Sylvan.