Keaton

Keatons are a race of intelligent fox-like creatures that are mischevious tricksters and love information-collecting. Though rarely seen, the Keaton is much coveted for its golden-yellow fur and rather cute figure. Commonly, it is said you will find a Keaton if you wear a likeness of it on your face, as this will trick the creature into believing that you’re a member of its kind, if not for a few moments. For this reason, finding one and training it is truly a feat to behold.

KEATON CR 6

XP 3,200
NE Medium outsider (native)
Init +8; Senses darkvision 60 ft., scent; Perception +13

DEFENSE
AC 23, touch 20, flat-footed 14 ( +8 Dex, +1 dodge, +3 natural, +1 size)
HP 66 (7d10 +28)
Fort +7, Ref +13, Will +8;
Defensive Abilities evasion; SR 18;

OFFENSE
Speed 50 ft., climb 50 ft.
Melee bite +13 (1d6 +2), 2 claws +13 (1d4 +2)
Space 5 ft. Reach 5 ft.
Special Attacks sneak attack +3d6
Spell-Like Abilities (CL 7th; concentration +11)

Constantdetect thoughts (DC 14)
At Willfeather fall, jump, obscuring mist
1/daydisplacement, haste, shadow walk

STATISTICS
Str 14, Dex 27, Con 20, Int 17, Wis 16, Cha 19;
Base Atk 7; CMB 8; CMD 28
Feats Dodge, Mobility, Spring Attack, Weapon Finesse
Skills Acrobatics +19, Appraise +5, Bluff +14, Climb +14, Diplomacy +7, Disable Device +18, Disguise +13, Escape Artist +19, Knowledge (arcana) +5, Knowledge (local) +6, Perception +13, Sense Motive +11, Sleight of Hand +12, Stealth +23, Swim +3
Languages Common, Draconic, Deku, Ancient Hylian, Sylvan
SQ fleet distraction

SPECIAL ABILITIES

Fleet Distraction (Su)
A Keaton can make a Bluff check or use its obscuring mist spell-like ability as a swift action in any round in which it moves up to half its base land speed.

KEATON, KIT CR 1/3

As a kit, the Keaton only has a single tail. As it reaches maturity, the second and third tail grow, proclaiming its understanding of the use of magic.
XP 135
N Small animal
Init +3; Senses low-light vision, scent; Perception +5

DEFENSE
AC 15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1 size)
HP 4 (1d8)
Fort +2, Ref +5, Will +1

OFFENSE
Speed 40 ft.
Melee bite +4 (1d4–1)

STATISTICS
Str 8, Dex 17, Con 10, Int 2, Wis 12, Cha 6
Base Atk +0; CMB –2; CMD 11 (15 vs. trip)
Feats Weapon Finesse
Skills Acrobatics +5, Perception +5, Stealth +15, Survival +5; Racial Modifiers +2 Acrobatics, +4 Perception +4, Stealth, +4 Survival
Languages Common, Draconic, Deku, Ancient Hylian, Sylvan

KEATON, ELDER CR 9

As a Keaton grows to an expedited age, their tails increase. No one knows why, but some theorize that each tail signifies an accomplishment among the Keaton. Whether this be social status, the ability to transform, or otherwise is unknown.
XP 3,200
NE Medium outsider (native, shapechanger)
Init +7; Senses darkvision 60 ft., scent; Perception +13

DEFENSE
AC 21, touch 18, flat-footed 13 ( +7 Dex, +1 dodge, +3 natural)
HP 80 (7d10 +42)
Fort +8, Ref +12, Will +8
Defensive Abilities evasion; SR 18

OFFENSE
Speed 50 ft., climb 50 ft.
Melee bite +14 (1d6 +4), 2 claws +14 (1d4 +2 plus poison)
Special Attacks contagious whisper, sneak attack +3d6
Spell-Like Abilities (CL 7th; concentration +11)

Constantdetect thoughts (DC 16)
At willfeather fall, jump, obscuring mist
1/daydisplacement, haste, shadow walk

STATISTICS
Str 18, Dex 25, Con 22, Int 17, Wis 16, Cha 19
Base Atk +7; CMB +11; CMD 29
Feats Dodge, Mobility, Spring Attack, Weapon Finesse
Skills Acrobatics +17 ( +25 jump), Appraise +5, Bluff +14, Climb +16, Diplomacy +7, Disable Device +16, Disguise +13, Escape Artist +17, Knowledge (arcana) +5, Knowledge (local) +6, Perception +13, Sense Motive +11, Sleight of Hand +10, Stealth +17, Swim +5
Languages Common, Draconic, Deku, Ancient Hylian, Sylvan
SQ change shape (Small or Medium humanoid or animal, alter self or beast shape I), fleet distraction, poison use

SPECIAL ABILITIES

Contagious Whisper (Su)
As a standard action, a Keaton can influence a target it speaks to as per the spell Suggestion. The target must succeed at a DC 17 Will save or be affected by this effect. In addition to being subject to suggestion’s normal effects, any creature affected by the contagious whisper can pass the enchantment on to other targets. Doing so requires the target to communicate the Keaton’s suggestion, forcing the new target to save as if it were the initial target. If such a secondary target resists the contagious whisper, it is unaffected, but this does not remove the suggestion from the initial target. Failing the save puts another creature under the Keaton’s compulsion. Newly affected creatures are also able to spread the suggestion. A Keaton’s compelling whisper can affect a number of creatures equal to the its Hit Dice and lasts for a number of hours equal to its Hit Dice. Creatures that successfully save versus the Keaton’s compelling whisper (as a primary or secondary target) cannot be affected by that particular Keaton’s compelling whisper for 24 hours. The save DC -2 Charisma-based.

Fleet Distraction (Su)
A Keaton can make a Bluff check or use its obscuring mist spell-like ability as a swift action in any round in which it moves up to half its base land speed.

Keaton

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