Ekekeh
System: Pathfinder | SRD
Ekekeh
CR 4
XP 1200
Init +7
;
Senses darkvision 60 ft., lifesense, low-light vision; Perception +9
Defense
AC 15, touch 12, flat-footed 12 (+3 Dex, +3 natural, -1 size)
hp 33 (6d6+12)
Fort +4,
Ref +8,
Will +5
DR 5/cold iron
Immune electricity
Resist cold 5
Offense
Speed swim 80 ft., telekinetic levitation
Melee bite +6 (1d8+1 plus 3d6 electricity)
Space 10 ft.,
;
Reach 5 ft.
Spell-Like Abilities (CL 5th; concentration +6)
CMB +5
CMD 18 (can't be tripped)
Statistics
Str 12,,
Dex 16,,
Con 15,,
Int 12,,
Wis 11,,
Cha 13
Base Atk +3
Feats Improved Initiative , Weapon Finesse , Weapon Focus (BIte)
Skills Acrobatics +12, Diplomacy +10, Knowledge (any one) +7, Linguistics +3, Perception +9, Stealth +8, Swim +18, Use Magic Device +8
Languages Aquan, Ekekeh, First Speech
Special Abilities
Bioelectric Shield (Ex) At will, an ekekeh can activate an electrical field generated by its body as a swift action. While the bioelectric shield is active, any creature attacking the ekekeh with a melee or natural weapon takes 3d6 points of electricity damage (Reflex DC 15 half). This ability can remain active indefinitely, but most ekekehs employ it only when they feel endangered; deactivating the field is a free action. The save DC is Constitution-based.
Telekinetic Levitation (Su) An ekekeh has the ability to float in the air, moving itself along with pure thought. This functions as air walk , but the ekekeh can move at only a quarter of its swim speed (normally 20 feet), and can never rise more than 10 feet above the ground or a structure capable of supporting its weight. It cannot climb vertical surfaces or float over water.