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JekkajakCreature 4


UniqueSmallEvilHumanoidKoboldLawful
Source Pathfinder Adventure: Crown of the Kobold King
Perception +9 (darkvision)
Languages Common, Draconic
Skills Arcana +7, Deception +12, Intimidation +12, Religion +9, Stealth +11
Str +0, Dex +3, Con +2, Int +1, Wis +1, Cha +4

AC 21; Fort +10; Reflex +13; Will +9;
HP 60
Speed 25 feet

Heartripper Blade One Action +10 (+6, +2) to hit (agile, finesse, versatile s) 2d4 Piercing

Smoky Retreat Three Actions (divine, move)

Frequency once per hour

Requirements Jekkajak is adjacent to at least one enemy


Effect Jekkajak squeals in fright as she exhales a noxious cloud of stinking smoke. This smoke fills a 10-foot emanation around her and grants Concealment to all creatures within the smoke. In addition, any non-kobold starting their turn in the smoke must succeed at a DC 21 fortitude save or become Sickened 1 by the foul smoke (or Sickened 2 on a critical failure). Once created, the cloud of smoke is immobile and persists for 3 rounds. Jekkajak can move up to her Speed, but she must end her movement in a space that isn't adjacent to any enemies. This is a 2nd-rank spell that requires a somatic component.


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

Cantrips (2nd Level): Detect Magic, Divine Lance, Message, Prestidigitation, Shield
1st Level (4 slots): Command, Fear, Heal (2x), Ray of Enfeeblement
2nd Level (4 slots): Death Knell, Dispel Magic, Sound Burst

Sorcerer Bloodline Spells (DC 21, +13 to hit)

1st Level: Diabolic Edict



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.

Kobold

A creature with this trait is a member of the kobold ancestry. Kobolds are reptilian humanoids who are usually Small and typically have darkvision.