The Nightpeddler 95 95 0 0 true 68541326-8bdf-41a0-ada7-70908098a137 false false false 0 956296773 false 0 0 0 0 false false false false false Denizen of Leng 8 4800 CE Medium outsider (chaotic, evil, extraplanar) 4 darkvision 60 ft.; Perception +16 21, touch 15, flat-footed 16 (+4 Dex, +1 dodge, +6 natural) 95 (10d10+40) Fort +11, Ref +11, Will +6 11 11 6 cold 30, electricity 30 19 40 ft. bite +14 (1d6+2 plus 1d6 Dexterity drain), 2 claws +14 (1d4+2) 5 ft. 5 ft. sneak attack +5d6 Spell-Like Abilities (CL 10th; concentration +15) Constant-tongues 3/day-detect thoughts (DC 17), hypnotic pattern (DC 17), levitate, minor image (DC 17) 1/day-locate object, plane shift (DC 20, self only) Str 14, Dex 18, Con 19, Int 18, Wis 17, Cha 21 10 12 27 Deceitful, Dodge, Mobility, Persuasive, Weapon Finesse Bluff +22, Diplomacy +7, Disable Device +14, Disguise +12 (+16 as humanoid), Intimidate +12, Knowledge (any one) +17, Perception +16, Profession (sailor) +8, Sense Motive +16, Sleight of Hand +17, Spellcraft +12, Stealth +17, Use Magic Device +18 +4 Disguise when disguised as a Medium humanoid Aklo; tongues any land solitary, gang (2-5), or crew (6-15) double (500 to 2,000 gp in rubies, other treasure) Shrouded in tattered leather robes, this strange humanoid looks more alien and horrific the more one studies its twitching visage. PFRPG Bestiary 2 0 Dexterity Drain (Su) The otherworldly teeth and tongues of a denizen of Leng deal 1d6 points of Dexterity drain with a bite. Constructs, elementals, and other creatures that do not possess flesh are immune to this effect. A successful DC 19 Fortitude save reduces the Dexterity drain to 1 point. The save DC is Constitution-based. Planar Fast Healing (Su) A denizen of Leng maintains a connection to Leng at all times, and when away from Leng, it has fast healing 5. It loses this ability on Leng or in areas where planar connections do not function. If killed, a denizen's body dissolves into nothingness in 1d4 rounds, leaving behind its equipment. A slain denizen reforms in Leng, similar to a slain summoned creature; it can only be permanently killed if its fast healing is negated. Unusual Anatomy (Ex) A denizen's internal anatomy varies from individual to individual, and has a 50% chance to treat any critical hit or sneak attack against it as a normal hit. These eerie denizens travel the universe from their strange homeland of Leng, walking uncontested only when they disguise themselves as humans by wearing loose-fitting robes and wrappings about the head and face. Under these disguises, they have horned brows, clawed fingers, mouths full of tentacles, and crooked goatish legs with cloven hooves. Many scholars have argued over where the otherworldly realm of Leng lies- some believe it can be found among the Outer Planes, while others are convinced it can only be reached via a dimension of dreams. The denizens of Leng can travel to other planes freely, and often do so in strange, black ships, constantly seeking new breeds of slaves or trading rubies for unusual services or magical treasures. At other times, their visits are much more violent, focusing on abducting victims for use as slaves or worse. On Leng, these denizens have long fought a war against that realm's monstrous spiders, a war that sometimes spills over into other worlds. A denizen of Leng weighs 200 pounds and stands roughly 5-1/2 feet tall. 0 0 0 0 0 0 1 no breath, unusual anatomy Immune poison planar fast healing 5 false true 14 18 19 18 17 21 true Dexterity Drain Su The otherworldly teeth and tongues of a denizen of Leng deal 1d6 points of Dexterity drain with a bite. Constructs, elementals, and other creatures that do not possess flesh are immune to this effect. A successful DC 19 Fortitude save reduces the Dexterity drain to 1 point. The save DC is Constitution-based. Planar Fast Healing Su A denizen of Leng maintains a connection to Leng at all times, and when away from Leng, it has fast healing 5. It loses this ability on Leng or in areas where planar connections do not function. If killed, a denizen's body dissolves into nothingness in 1d4 rounds, leaving behind its equipment. A slain denizen reforms in Leng, similar to a slain summoned creature; it can only be permanently killed if its fast healing is negated. Unusual Anatomy Ex A denizen's internal anatomy varies from individual to individual, and has a 50% chance to treat any critical hit or sneak attack against it as a normal hit. true Bluff 22 Diplomacy 7 Disable Device 14 Disguise 12 Intimidate 12 Knowledge any one 17 Perception 16 Profession sailor 8 Sense Motive 16 Sleight of Hand 17 Spellcraft 12 Stealth 17 Use Magic Device 18 true Deceitful Dodge Mobility Persuasive Weapon Finesse true 21 15 16 6 0 0 0 1 12 27 false false Kyton 1 60 60 0 0 true 4291ccbe-f2a4-4d29-bdf3-3c42d445f1ae false false false 0 1653386688 false 0 0 -1 2147483647 false false false false false Kyton 6 2400 LE Medium outsider (evil, extraplanar, kyton, lawful) 7 darkvision 60 ft.; Perception +14 21, touch 13, flat-footed 18 (+4 armor, +3 Dex, +4 natural) 60 (8d10+16) Fort +8, Ref +9, Will +3 8 9 3 5/silver or good 17 30 ft. 4 chains +11 (2d4+2) 5 ft. 5 ft. (10 ft. with chains) dancing chains, unnerving gaze Str 15, Dex 17, Con 14, Int 11, Wis 12, Cha 12 8 10 23 Alertness, Blind-Fight, Improved Initiative, Weapon Focus (chain) Acrobatics +14, Climb +13, Craft (blacksmithing) +11, Escape Artist +14, Intimidate +12, Perception +14 Common, Infernal chain armor any solitary, pair, link (3-6), or chain (7-20) standard Wickedly barbed chains adorn this lean figure, and gaps in the bindings reveal deathly pale flesh etched with jagged scars. PFRPG Bestiary 0 Chain Armor (Ex) The chains that adorn a kyton grant it a +4 armor bonus, but are not treated as armor for the purpose of arcane spell failure, armor check penalties, maximum Dexterity, weight, or proficiency. Dancing Chains (Su) A kyton can control up to four chains within 20 feet as a standard action, making the chains dance or move as it wishes. In addition, a kyton can increase these chains' length by up to 15 feet and cause them to sprout razor-edged barbs. These chains attack as effectively as the kyton itself. If a chain is in another creature's possession, the creature can attempt a DC 15 Will save to break the kyton's power over that chain. If the save is successful, the kyton cannot attempt to control that particular chain again for 24 hours or until the chain leaves the creature's possession. A kyton can climb chains it controls at its normal speed without making Climb checks. The save DC is Charisma-based. Unnerving Gaze (Su) Range 30 ft., Will DC 15 negates. A kyton can make its face resemble one of an opponent's departed loved ones or bitter enemies. Those who fail their saves become shaken for 1d3 rounds. This is a mind-affecting fear effect. The save DC is Charisma-based. Often classified among the ranks of the infernal and called chain devils by the uninitiated, the sadomasochistic kytons are not true devils. Although some are known to live in Hell, kytons exist outside of the hierarchies established by Asmodeus and his archdevils and can often be found on other planes, particularly on the Plane of Shadow. Many suggest that kytons were natives of Hell who existed there before the advent of devilkind, while others hypothesize they were later brought to the plane by some sadistic power. Regardless of their origins, kytons roam the planes in their lust to cause and receive suffering, seeking pain through violent abductions and sadistic debauches. The kyton presented here is a typical member of this fiendish race of outsiders, but is by no means the only type of its kind. Just as there are numerous different species of demon and devil, rumor holds that different kinds of kytons dwell in their jangling cities in Hell and on the Plane of Shadow. These kytons are invariably more powerful than the one presented here, often having spell-like abilities or hideous and unsettling special attacks along the themes of torture and pain. Rumor holds that the most powerful kytons are completely inhuman, and that these monsters are the true progenators of the kyton race-the kyton presented here but the result of unholy dalliances with their unfortunate victims. 0 0 0 0 0 0 1 cold regeneration 2 (good weapons and spells, silver weapons) adult false true 15 17 14 11 12 12 true Chain Armor Ex The chains that adorn a kyton grant it a +4 armor bonus, but are not treated as armor for the purpose of arcane spell failure, armor check penalties, maximum Dexterity, weight, or proficiency. Dancing Chains Su A kyton can control up to four chains within 20 feet as a standard action, making the chains dance or move as it wishes. In addition, a kyton can increase these chains' length by up to 15 feet and cause them to sprout razor-edged barbs. These chains attack as effectively as the kyton itself. If a chain is in another creature's possession, the creature can attempt a DC 15 Will save to break the kyton's power over that chain. If the save is successful, the kyton cannot attempt to control that particular chain again for 24 hours or until the chain leaves the creature's possession. A kyton can climb chains it controls at its normal speed without making Climb checks. The save DC is Charisma-based. Unnerving Gaze Su Range 30 ft., Will DC 15 negates. A kyton can make its face resemble one of an opponent's departed loved ones or bitter enemies. Those who fail their saves become shaken for 1d3 rounds. This is a mind-affecting fear effect. The save DC is Charisma-based. true Acrobatics 14 Climb 13 Craft blacksmithing 11 Escape Artist 14 Intimidate 12 Perception 14 true Alertness Blind-Fight Improved Initiative Weapon Focus (chain) true 21 13 18 4 0 0 4 0 10 23 false false Kyton 2 60 60 0 0 true 2eaf036c-e330-43c0-bb43-ab290a6b789b false false false 0 1471469085 false 0 0 -1 2147483646 false false false false false Kyton 6 2400 LE Medium outsider (evil, extraplanar, kyton, lawful) 7 darkvision 60 ft.; Perception +14 21, touch 13, flat-footed 18 (+4 armor, +3 Dex, +4 natural) 60 (8d10+16) Fort +8, Ref +9, Will +3 8 9 3 5/silver or good 17 30 ft. 4 chains +11 (2d4+2) 5 ft. 5 ft. (10 ft. with chains) dancing chains, unnerving gaze Str 15, Dex 17, Con 14, Int 11, Wis 12, Cha 12 8 10 23 Alertness, Blind-Fight, Improved Initiative, Weapon Focus (chain) Acrobatics +14, Climb +13, Craft (blacksmithing) +11, Escape Artist +14, Intimidate +12, Perception +14 Common, Infernal chain armor any solitary, pair, link (3-6), or chain (7-20) standard Wickedly barbed chains adorn this lean figure, and gaps in the bindings reveal deathly pale flesh etched with jagged scars. PFRPG Bestiary 0 Chain Armor (Ex) The chains that adorn a kyton grant it a +4 armor bonus, but are not treated as armor for the purpose of arcane spell failure, armor check penalties, maximum Dexterity, weight, or proficiency. Dancing Chains (Su) A kyton can control up to four chains within 20 feet as a standard action, making the chains dance or move as it wishes. In addition, a kyton can increase these chains' length by up to 15 feet and cause them to sprout razor-edged barbs. These chains attack as effectively as the kyton itself. If a chain is in another creature's possession, the creature can attempt a DC 15 Will save to break the kyton's power over that chain. If the save is successful, the kyton cannot attempt to control that particular chain again for 24 hours or until the chain leaves the creature's possession. A kyton can climb chains it controls at its normal speed without making Climb checks. The save DC is Charisma-based. Unnerving Gaze (Su) Range 30 ft., Will DC 15 negates. A kyton can make its face resemble one of an opponent's departed loved ones or bitter enemies. Those who fail their saves become shaken for 1d3 rounds. This is a mind-affecting fear effect. The save DC is Charisma-based. Often classified among the ranks of the infernal and called chain devils by the uninitiated, the sadomasochistic kytons are not true devils. Although some are known to live in Hell, kytons exist outside of the hierarchies established by Asmodeus and his archdevils and can often be found on other planes, particularly on the Plane of Shadow. Many suggest that kytons were natives of Hell who existed there before the advent of devilkind, while others hypothesize they were later brought to the plane by some sadistic power. Regardless of their origins, kytons roam the planes in their lust to cause and receive suffering, seeking pain through violent abductions and sadistic debauches. The kyton presented here is a typical member of this fiendish race of outsiders, but is by no means the only type of its kind. Just as there are numerous different species of demon and devil, rumor holds that different kinds of kytons dwell in their jangling cities in Hell and on the Plane of Shadow. These kytons are invariably more powerful than the one presented here, often having spell-like abilities or hideous and unsettling special attacks along the themes of torture and pain. Rumor holds that the most powerful kytons are completely inhuman, and that these monsters are the true progenators of the kyton race-the kyton presented here but the result of unholy dalliances with their unfortunate victims. 0 0 0 0 0 0 1 cold regeneration 2 (good weapons and spells, silver weapons) adult false true 15 17 14 11 12 12 true Chain Armor Ex The chains that adorn a kyton grant it a +4 armor bonus, but are not treated as armor for the purpose of arcane spell failure, armor check penalties, maximum Dexterity, weight, or proficiency. Dancing Chains Su A kyton can control up to four chains within 20 feet as a standard action, making the chains dance or move as it wishes. In addition, a kyton can increase these chains' length by up to 15 feet and cause them to sprout razor-edged barbs. These chains attack as effectively as the kyton itself. If a chain is in another creature's possession, the creature can attempt a DC 15 Will save to break the kyton's power over that chain. If the save is successful, the kyton cannot attempt to control that particular chain again for 24 hours or until the chain leaves the creature's possession. A kyton can climb chains it controls at its normal speed without making Climb checks. The save DC is Charisma-based. Unnerving Gaze Su Range 30 ft., Will DC 15 negates. A kyton can make its face resemble one of an opponent's departed loved ones or bitter enemies. Those who fail their saves become shaken for 1d3 rounds. This is a mind-affecting fear effect. The save DC is Charisma-based. true Acrobatics 14 Climb 13 Craft blacksmithing 11 Escape Artist 14 Intimidate 12 Perception 14 true Alertness Blind-Fight Improved Initiative Weapon Focus (chain) true 21 13 18 4 0 0 4 0 10 23 false false Kyton 3 60 60 0 0 true b17c79cd-6d6e-4de5-a173-2e09b78a8ab0 false false false 0 1172648642 false 0 0 -1 2147483645 false false false false false Kyton 6 2400 LE Medium outsider (evil, extraplanar, kyton, lawful) 7 darkvision 60 ft.; Perception +14 21, touch 13, flat-footed 18 (+4 armor, +3 Dex, +4 natural) 60 (8d10+16) Fort +8, Ref +9, Will +3 8 9 3 5/silver or good 17 30 ft. 4 chains +11 (2d4+2) 5 ft. 5 ft. (10 ft. with chains) dancing chains, unnerving gaze Str 15, Dex 17, Con 14, Int 11, Wis 12, Cha 12 8 10 23 Alertness, Blind-Fight, Improved Initiative, Weapon Focus (chain) Acrobatics +14, Climb +13, Craft (blacksmithing) +11, Escape Artist +14, Intimidate +12, Perception +14 Common, Infernal chain armor any solitary, pair, link (3-6), or chain (7-20) standard Wickedly barbed chains adorn this lean figure, and gaps in the bindings reveal deathly pale flesh etched with jagged scars. PFRPG Bestiary 0 Chain Armor (Ex) The chains that adorn a kyton grant it a +4 armor bonus, but are not treated as armor for the purpose of arcane spell failure, armor check penalties, maximum Dexterity, weight, or proficiency. Dancing Chains (Su) A kyton can control up to four chains within 20 feet as a standard action, making the chains dance or move as it wishes. In addition, a kyton can increase these chains' length by up to 15 feet and cause them to sprout razor-edged barbs. These chains attack as effectively as the kyton itself. If a chain is in another creature's possession, the creature can attempt a DC 15 Will save to break the kyton's power over that chain. If the save is successful, the kyton cannot attempt to control that particular chain again for 24 hours or until the chain leaves the creature's possession. A kyton can climb chains it controls at its normal speed without making Climb checks. The save DC is Charisma-based. Unnerving Gaze (Su) Range 30 ft., Will DC 15 negates. A kyton can make its face resemble one of an opponent's departed loved ones or bitter enemies. Those who fail their saves become shaken for 1d3 rounds. This is a mind-affecting fear effect. The save DC is Charisma-based. Often classified among the ranks of the infernal and called chain devils by the uninitiated, the sadomasochistic kytons are not true devils. Although some are known to live in Hell, kytons exist outside of the hierarchies established by Asmodeus and his archdevils and can often be found on other planes, particularly on the Plane of Shadow. Many suggest that kytons were natives of Hell who existed there before the advent of devilkind, while others hypothesize they were later brought to the plane by some sadistic power. Regardless of their origins, kytons roam the planes in their lust to cause and receive suffering, seeking pain through violent abductions and sadistic debauches. The kyton presented here is a typical member of this fiendish race of outsiders, but is by no means the only type of its kind. Just as there are numerous different species of demon and devil, rumor holds that different kinds of kytons dwell in their jangling cities in Hell and on the Plane of Shadow. These kytons are invariably more powerful than the one presented here, often having spell-like abilities or hideous and unsettling special attacks along the themes of torture and pain. Rumor holds that the most powerful kytons are completely inhuman, and that these monsters are the true progenators of the kyton race-the kyton presented here but the result of unholy dalliances with their unfortunate victims. 0 0 0 0 0 0 1 cold regeneration 2 (good weapons and spells, silver weapons) adult false true 15 17 14 11 12 12 true Chain Armor Ex The chains that adorn a kyton grant it a +4 armor bonus, but are not treated as armor for the purpose of arcane spell failure, armor check penalties, maximum Dexterity, weight, or proficiency. Dancing Chains Su A kyton can control up to four chains within 20 feet as a standard action, making the chains dance or move as it wishes. In addition, a kyton can increase these chains' length by up to 15 feet and cause them to sprout razor-edged barbs. These chains attack as effectively as the kyton itself. If a chain is in another creature's possession, the creature can attempt a DC 15 Will save to break the kyton's power over that chain. If the save is successful, the kyton cannot attempt to control that particular chain again for 24 hours or until the chain leaves the creature's possession. A kyton can climb chains it controls at its normal speed without making Climb checks. The save DC is Charisma-based. Unnerving Gaze Su Range 30 ft., Will DC 15 negates. A kyton can make its face resemble one of an opponent's departed loved ones or bitter enemies. Those who fail their saves become shaken for 1d3 rounds. This is a mind-affecting fear effect. The save DC is Charisma-based. true Acrobatics 14 Climb 13 Craft blacksmithing 11 Escape Artist 14 Intimidate 12 Perception 14 true Alertness Blind-Fight Improved Initiative Weapon Focus (chain) true 21 13 18 4 0 0 4 0 10 23 false false