CREATURE 3
Perception +12; low-light vision
Languages Khaekheisheirn, Common, Sylvan, Terran
Skills Acrobatics +10, Athletics +6, Crafting +13, Diplomacy +8, Stealth +10, Survival +7
Str -1 Dex +3 Con +1 Int +4 Wis +0 Cha +3
Items artisan's tools
AC 17; Fort +8, Ref +12, Will +7
HP 35
Speed 20 feet; stone step
Melee hammer +8 (agile), Damage 1d8+2 bludgeoning
Melee chisel +8 (agile, parry, versatile b), Damage 1d6+2 piercing
Melee foot +10 (agile, finesse, nonlethal, unarmed), Damage 1d4+4 bludgeoning
Ranged hammer +12 (agile, thrown 20 feet), Damage 1d8+2 bludgeoning
Occult Innate Spells DC 20, attack +12; 2nd dispel magic, mending (at will); 1st create water, floating disk, unseen servant (at will); Cantrips (2nd) prestidigitation, telekinetic projectile
Planar Workshop An khaekheisheirn is intrinsically connected to small, pocket dimension that they typically refer to as their workshop. The workshop is an extradimensional 10-foot cube. The workshop holds an khaekheisheirn's collected tools and materials. An khaekheisheirn can enter or leave their planar workshop as an action, which has the concentrate and manipulate traits. The khaekheisheirn gains resistance 5 to all damage (except force) and concealment while within the workshop. The workshop is only visible while the khaekheisheirn is inside it.
Stone Step An khaekheisheirn can effortlessly stick to any worked or manufactured surface, allowing them to walk up walls and stand on ceilings.
Fists of the Ruby Phoenix #1: Despair on Danger Island, page 80.
Open Khaekheisheirn Apprentice in the interactive creatures list or browse all creatures starting with K.