Kikimora
System: Pathfinder | SRD
Kikimora
CR 5
XP 1600
Init +8
;
Senses low-light vision; Perception +13
Defense
AC 18, touch 15, flat-footed 13 (+4 Dex, +1 dodge, +3 natural)
hp 45 (7d6+21)
Fort +4,
Ref +9,
Will +8
DR 5/cold iron
SR 16
Offense
Speed 30 ft.
Melee 2 claws +7 (1d4+1)
Spell-Like Abilities (CL 7th; concentration +12)
CMB +4
CMD 19
Statistics
Str 13,,
Dex 18,,
Con 15,,
Int 12,,
Wis 16,,
Cha 21
Base Atk +3
Feats Dodge , Improved Initiative , Stealthy , Toughness , Weapon Finesse
Skills Acrobatics +14, Appraise +8, Bluff +15, Escape Artist +16, Perception +13, Sleight of Hand +14, Stealth +16
Languages Common, Sylvan
SQ hidey-hole
Special Abilities
Hidey-Hole (Su) When a kikimora chooses a house to inhabit, she can create an extradimensional space by scrawling a sigil on a wall, baseboard, cupboard, or other permanent object (such as a stove). This sigil serves as the entrance to the kikimora’s tiny domain, where she can live within the house without being detected. Only the kikimora can enter this hidey-hole. Anytime after designating a hidey-hole, the kikimora can transport herself and up to 50 pounds of objects to the hidey-hole as a standard action, as long as she is in the same room as the sigil. The kikimora can exit the hidey-hole in the same way, appearing in the nearest empty square to the sigil. Any objects left within the hidey-hole remain there when the kikimora exits the space, even if she removes the sigil and places it in another location. While inside the hidey-hole, the kikimora can see what is going on outside of the space through a special sensor, as if the kikimora were standing where her sigil is placed. As a result, mundane objects placed in front of the sigil can block the kikimora’s sight from the hidey-hole.