This lean ape-person is bedecked with a rattling collection of whistles, drums, and charms.
Jungle Trickster CR 8
Speed 30 ft., climb 30 ft.
Melee +1 whip +10/+5 (1d2+3 nonlethal), bite +4 (1d3+3)
Ranged rock +10 (1d4+2/19–20)
Special Attacks bardic performance 23 rounds/day (countersong, distraction, fascinate [DC 16], inspire courage +2, weird words [DC 16, 1d8+3], wordstrike [1d4+6]), shrieking frenzy, thrown weapon mastery
Bard Spells Known (CL 6th; concentration +9)
2nd (4/day)—cure moderate wounds, detect thoughts (DC 15), invisibility, suggestion (DC 15)
1st (5/day)—charm person (DC 14), disguise self (DC 14), expeditious retreat, hideous laughter (DC 14)
0 (at will)—detect magic, ghost sound (DC 13), lullaby (DC 13), mage hand, prestidigitation (DC 13), read magic
Str 15, Dex 15, Con 12, Int 12, Wis 14, Cha 16
Base Atk +6; CMB +7; CMD 19
Feats Extra Performance, Point-Blank Shot, Skill Focus (Perform [oratory]), Skill Focus (Perform [act]), Spellsong, Throw AnythingB
Skills Acrobatics +11, Appraise +5, Climb +14, Intimidate +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Linguistics +6, Perception +10, Perform (act) +17, Perform (dance) +10, Perform (oratory) +17, Sleight of Hand +7, Spellcraft +8, Stealth +13, Use Magic Device +7; Racial Modifiers +4 Stealth
Languages Abyssal, Common, Polyglot, +2 languages
SQ bardic knowledge +3, lore master 1/day, versatile performance (oratory, act)
Combat Gear potion of mirror image, wand of alter self (21 charges), oil of taggit (2 doses); Other Gear +1 studded leather, mwk heavy wooden shield, +1 whip, amulet of natural armor +1, disguise kit
Devious and aggressive, charau-ka range farther than anyone truly expects. Their jungle tricksters—masters of stealth, deception, and disguise— roam freely, if sparsely, in the shadows of the world, or boldly stride through cities cloaked in makeup or glamers. They often pose as common apes, but they sometimes travel abroad in the guise of exotic pets of obedient human slaves or use illusions to pose as halflings or human children.
Some tricksters serve as thieves—gathering magic and wealth—or as saboteurs undermining enemies of the state or arranging bloody massacres.
They pose as guides or playful apes to lead adventurers and travelers into the jungles’ many hazards.
Cyclopes are among the world’s oldest races, but almost all record of their magnificent and powerful past has been lost. Most modern cyclopes eke out a selfish and disorganized existence as monstrous, ferocious bandits in the lands they once ruled, surrounded by bitter reminders of what they have lost. They have almost no collective cultural memory, and most subsist in small tribes or as isolated and feared loners. Cyclopes’ robust constitutions and innate divinatory abilities grant them an uncanny resilience, and some long-lived cyclopes even attract the worship of primitive societies. Perhaps as a subconscious throwback to their ancestral hubris, these living “gods” display all the hallmarks of a primitive deity: unnatural foresight, a total disregard for their worshipers’ well-being, and an endless hunger sated only by bloody sacrifices.
Pathfinder Campaign Setting: Inner Sea Monster Codex © 2015, Paizo Inc.; Authors: John Compton, Paris Crenshaw, Mike Myler, Tork Shaw, and Larry Wilhelm.