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Karek

This sagely creature peers closely at a vivid sphere clutched in the claws of its black-feathered wings.

Karek CR 7

XP 3,200
N Small fey
Init +4; Senses low-light vision; Perception +17

DEFENSE

AC 20, touch 16, flat-footed 15 (+4 Dex, +1 dodge, +4 natural, +1 size)
hp 66 (12d6+24)
Fort +5, Ref +12, Will +10
DR 10/cold iron; Immune mind-affecting effects
Weaknesses vulnerable to reflections

OFFENSE

Speed 30 ft., fly 60 ft. (average)
Melee 2 claws +5 (1d3–1)
Special Attacks slumber hex (DC 18), trap memory (DC 21)
Spell-Like Abilities (CL 10th; concentration +15)

Constantdeathwatch, tongues
At willinvisibility, speak with dead (DC 18)
5/daymemory lapse (DC 16), share memory, suggestion (DC 18)
3/dayconfusion (DC 19), dimension door, summon nature’s ally V
1/daylegend lore, mind fog (DC 20)

STATISTICS

Str 8, Dex 19, Con 13, Int 18, Wis 15, Cha 21
Base Atk +6; CMB +3; CMD 17
Feats Combat Casting, Deceitful, Dodge, Mobility, Skill Focus (Bluff), Toughness
Skills Bluff +25, Disguise +22, Fly +19, Knowledge (history, nobility) +16, Knowledge (local) +19, Perception +17, Perform (any one) +17, Sense Motive +14, Stealth +16, Use Magic Device +17
Languages Common, First Speech, Elven, Gnome, Sylvan; tongues
SQ memory globe, remembered form

SPECIAL ABILITIES

Memory Globe (Su)

A karek traps memories in iridescent spheres. A creature may use the sphere to cast speak with dead as if it were the intact corpse of the creature the memories came from, even if that creature is alive. The creature’s knowledge is limited to the time the memory globe was created. A globe has hardness 5 and 15 hp and is worth 200 gp to the right buyer.

Remembered Form (Sp)

A karek can assume the form of a creature whose memories it holds in a memory globe as a standard action. The karek can take the form of a humanoid or fey creature and has access to the assumed form’s mannerisms and speech patterns, up to the time the globe was created. The mimicked creature may be living or dead. The karek gains a +20 bonus on Disguise checks to appear and act as the imitated creature and can maintain the effect indefinitely. The karek can revert to its true form as a free action and automatically reverts if it loses possession of the memory globe for the mimicked creature.

This ability otherwise functions as assume appearance.

Slumber Hex (Su)

A karek can use the slumber hex as if it were a 9th-level witch.

Trap Memory (Su)

A karek can take memories from a dead creature or unconscious living creature it touches as a full-round action that provokes attacks of opportunity.

The touched creature must succeed on a DC 21 Will save or a copy of the creature’s memories form a memory globe in the karek’s claws. An unconscious creature gains a +4 bonus on the saving throw. This ability can affect a creature that has been dead for no more than a number of days equal to its Hit Dice. This is a mind-affecting effect. The save DC is Charisma-based.

Vulnerable to Reflections (Ex)

A karek’s reflection always shows the fey’s true appearance. A karek mimicking another creature using its remembered form ability that can see its own reflection is nauseated until it averts its gaze, changes form, or closes its eyes.

ECOLOGY

Environment any (Fey World)
Organization solitary, pair, or storytelling (3–6)
Treasure standard (memory globes and other treasure)

Karek are the historians and heralds of the fey, chronicling the legacies of great heroes and villains, the ravages of the Tane, and the deeds of the Eldest. They invisibly fly over battlefields or watch over events where notables gather, hoping to add to their collection of preserved knowledge.

Karek avoid combat whenever possible, preferring to use guile, magic, and stealth. Only a threat to their memory globe collection provokes karek to aggressive action, and they track globe thieves unceasingly.

Karek openly serve as storytellers and advisors to fey lords or fill the same role in an assumed guise for remarkable mortals. Karek gather when a noteworthy figure nears death. They often compete to see who can catch dying creature’s memories first. Karek meet in great storytelling circles, sharing the memories they have gained and performing fabled moments from fallen legends.

A typical karek is 3 feet tall, has a 5-foot wingspan, and weighs 18 pounds. Traveling karek bring 2d4 memory globes for disguises and have dozens of globes hidden in their homes.

Section 15: Copyright Notice

Wayfinder #18. © 2018, Paizo Fans United; Authors: Charlie Brooks, Calder CaDavid, Robert Cameron, Benjamin Chason-Sokol, Jeremy Corff, Jason Daugherty, Matthew Duval, Robert Feather, Kim Frandsen, Wojciech Grucha?a, Amy C. Goodenough, Taylor Hubler, Luke Hudek, Chris L. Kimball, John Laffan, Crystal Malarsky, Randal Meyer, Jacob W. Michaels, Daniel Angelo Monaco, Stewart Moyer, Dennis Muldoon, Andrew Mullen, Dave Nelson, Nicholas S. Orvis, Emily Parks, Lyn Perrine, Amanda Plageman, Matt Roth, André Roy, Stephen J. Smith, Kendra Leigh Speedling, Jeff Taft, Brendan Ward, Christopher Wasko, Nicholas Wasko, and Kerney Williams.