Ekekeh

This creature looks like a gilled dolphin with a row of spiral horns down its back, arcs of electricity crackling between them.

Ekekeh CR 4

XP 1,200
NG Large fey (aquatic)
Init +7; Senses darkvision 60 ft., lifesense, low-light vision; Perception +9

DEFENSE

AC 15, touch 12, flat-footed 12 (+3 Dex, +3 natural, –1 size)
hp 33 (6d6+12)
Fort +4, Ref +8, Will +5
Defensive Abilities bioelectric shield; DR 5/cold iron; Immune electricity; Resist cold 5

OFFENSE

Speed swim 80 ft., telekinetic levitation
Melee bite +6 (1d8+1 plus 3d6 electricity)
Space 10 ft.; Reach 5 ft.
Spell-Like Abilities (CL 5th; concentration +6)

Constantmage hand
3/daylightning bolt (DC 14)

STATISTICS

Str 12, Dex 16, Con 15, Int 12, Wis 11, Cha 13
Base Atk +3; CMB +5; CMD 18 (can’t be tripped)
Feats Improved Initiative, Weapon Finesse, Weapon Focus (bite)
Skills Acrobatics +12, Diplomacy +10, Knowledge (any one) +7, Linguistics +3, Perception +9, Stealth +8, Swim +18, Use Magic Device +8
Languages Aquan, Ekekeh, +1 additional

SPECIAL ABILITIES

Bioelectric Shield (Ex)

At will, an ekekeh can activate an electrical field generated by its body as a swift action.

While the bioelectric shield is active, any creature attacking the ekekeh with a melee or natural weapon takes 3d6 points of electricity damage (Reflex DC 15 half). This ability can remain active indefinitely, but most ekekehs employ it only when they feel endangered; deactivating the field is a free action. The save DC is Constitution-based.

Telekinetic Levitation (Su)

An ekekeh has the ability to float in the air, moving itself along with pure thought.

This functions as air walk, but the ekekeh can move at only a quarter of its swim speed (normally 20 feet), and can never rise more than 10 feet above the ground or a structure capable of supporting its weight. It cannot climb vertical surfaces or float over water.

ECOLOGY

Environment any oceans (Plane of Faerie)
Organization solitary, pair, family (3–6), or pod (7–18)
Treasure standard

Ekekehs are intelligent aquatic creatures similar to dolphins, with a row of horns that runs down their backs.

Filled with organic metal deposits, these horns both sense the electrical fields of living creatures and channel the ekekehs’ own energy into devastating attacks.

Contemplative and fun-loving, ekekehs hold themselves up as proof that humanoids don’t have a monopoly on civilization. While at home in the open ocean, ekekehs also build grand underwater cities, working magic and employing tools via the same limited telekinetic abilities that allow them to float over dry land, where their gills process air as well as water. The slow speed and limited maneuverability of this flight strikes most ekekehs as terribly boring, if not downright embarrassing, yet it is still common for residents of coastal cities to see ekekehs floating slowly through the marketplace, their belongings stuffed into specially fitted packs or dangling from broad leather utility belts.

An average ekekeh is 10 feet long and weighs 1,000 pounds.

Section 15: Copyright Notice

Pathfinder Campaign Setting: The First World, Realm of the Fey © 2016, Paizo Inc.; Author: James L. Sutter.

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