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Okkator, Assassin

Okkator Assassin CR 6

XP 2,400
Variant human rogue 7
CE Medium humanoid (human)
Init +3; Senses Perception +6

DEFENSE

AC 20, touch 15, flat-footed 15 (+5 armor, +4 Dex, +1 dodge)
hp 49 (7d8+14)
Fort +4, Ref +9, Will +3; +2 vs. mind-affecting effects
Defensive Abilities evasion, trap sense +2, uncanny dodge, warped mind

OFFENSE

Speed 30 ft., climb 20 ft.
Melee 2 claws +9 (1d4+1 plus poison), bite +9 (1d6+1 plus poison)
Ranged mwk blowgun +12 (1d2 plus poison) or mwk dagger +12 (1d4+2/19–20 plus poison)
Special Attacks cannibalism, rogue talents (combat trick, fast stealth, finesse rogue), sneak attack +4d6, web (+9 ranged, DC 13, 7 hp)

STATISTICS

Str 13, Dex 18, Con 10, Int 14, Wis 12, Cha 8
Base Atk +5; CMB +7; CMD 22
Feats Dodge, Great Fortitude, Improved Feint, Skill Focus (Bluff), Toughness, Weapon Finesse
Skills Acrobatics +14, Bluff +12, Climb +20, Disable Device +17, Escape Artist +14, Knowledge (local) +12, Perception +13 (+16 traps), Sense Motive +11, Stealth +14, Survival +13, Swim +11; Racial Modifiers +2 Perception, +2 Survival
Languages Aklo, Common, Ghoul
SQ poison use, trapfinding +3

SPECIAL ABILITIES

Climbing Claws (Ex)

The Okkator assassin’s nails have been hardened into claws that he can use to cling effortlessly to any surface that isn’t perfectly smooth, granting him a climb speed of 20 feet.

Poison (Ex)

Bite—injury; save Fort DC 13; frequency 1/round for 4 rounds; effect 1d2 Str damage; cure 1 save.

Web (Su)

Once a day, an Okkator assassin can spit an acidic web. Creatures that touch the web take 1d6 points of acid damage upon first contact and at the start of each round that they remain in contact with the web.

ECOLOGY

Environment any
Organization solitary, pair, strike team (3–4)
Treasure NPC Gear (masterwork blowgun with 20 darts, masterwork dagger, +1 mithral chain shirt, mwk thieves’ tools, 3 doses of blue whinnis, 6 doses of giant wasp poison, potion of bear’s endurance, other treasure worth 1,275 gp)

The Tcho-Tcho Okkator (Assassin-Enforcer)

The fact that Tcho-Tcho don’t engage in warfare doesn’t mean they are incapable of fighting. Quite the reverse, in fact: they have a whole system of unique martial arts. Certain members of the tribe are selected, and trained to be their enforcers, called the Okkator (this word is both plural and singular).

Tcho-Tcho biomagic and alchemy enable truly terrifying modification of the Okkator. They can grow venomous fangs or extra limbs, or develop the ability to spit acidic webs out of their mouths.

The basic Tcho-Tcho “martial art” is primarily based on assassination rather than face-to-face fighting. They are trained to hide for hours motionlessly, only to burst into explosive action when the time is right. They are extraordinarily silent and skilled at climbing and other athletic feats.

A few of the Okkator are modified so that sharp bones protrude from their joints, giving them natural weapons they may enhance. Their joints can all dislocate, enabling them to make amazing surprise attacks (kicking someone by moving their leg up over their shoulder, for instance). Naturally, the assassins feel pain when dislocation occurs, but their training and concentration allow them to overcome this. Such Okkator usually stay inside the tribal lands rather than hiring their services out, as the exposed bone spurs cannot easily be concealed.

All Okkator have a technique of inserting small, razor sharp blades under their skin, then letting their flesh heal over the wounds. Thus, when captured, they always have a hidden knife available somewhere on their body. All that is required is to open the wound and slide out the weapon, which is primarily used to cut bindings. They rarely use any other weapons, having no need for them.

Almost all Tcho-Tcho Okkator possess a modified bite attack, as well as potent talent and training in its use. They strengthen their jaws with exercise, drugs, and magic until they can bite like a wolf or barracuda.

Okkator fighters have long and thick but mobile necks and bulging jaw muscles.

Many Okkator are physically modified to make them harder to grip in battle: their ears are amputated, for instance, as are their noses, often (which can also help with the bite attack). They may have the last joint in each finger removed, to make stabbing with the fingers more powerful. Alternatively, they may have their fingernails artificially grown, hardened, and poisoned for effective claw attacks.

The most dangerous Okkator have their lips removed and their mouths widened to expose a full set of teeth, all of which are sharpened (even the molars).

Their jaw muscles naturally have to be modified to accommodate this change. The result is a creature with a shaved head, no ears, no nose, and no lips. The most potent Okkator often looks more like an undead horror than a living assassin.

Naturally, these top-tier Okkator wear masks, not only to conceal their terrifying features but also to keep dirt and grit out of their faces. They only remove their masks to eat, fight, or bathe. Tcho-Tcho killers almost always eat the corpses of their victims, at least in part.

Section 15: Copyright Notice

Sandy Petersen’s Cthulhu Mythos, © 2017, Petersen Games; Authors: Sandy Petersen, Arthur Petersen, Ian Starcher.