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Ryta

Nethys Note: No description has been provided for this NPC.

Recall Knowledge - Humanoid (Society): DC 29
Unspecific Lore: DC 27
Specific Lore: DC 24

Elite | Normal | Weak
Proficiency without Level

RytaCreature 4

Legacy Content

Unique LN Small Humanoid Ratfolk 
Source Pathfinder #164: Hands of the Devil pg. 36
Perception +6; darkvision
Languages Common, Undercommon
Skills Acrobatics +7, Diplomacy +8, Intimidation +8, Performance +8, Society +5, Stealth +7
Str +1, Dex +3, Con +0, Int +1, Wis +2, Cha +4
Items studded leather armor
AC 17; Fort +4, Ref +9, Will +6
HP 60
Dance Moves [reaction] Trigger Ryta is targeted with a melee or ranged attack by an attacker she can see; Effect Ryta Steps and gains a +2 circumstance bonus to AC against the triggering attack.
Speed 25 feet
Melee [one-action] fangs +9 [+5/+1] (agile, finesse), Damage 1d4+1 piercingOccult Spontaneous Spells DC 17, attack +9; 2nd deafness, shatter, soothe (3 slots); 1st charm, command, soothe, ventriloquism (4 slots); Cantrips (2nd) dancing lights, daze, ghost sound, shield, telekinetic projectile
Cheek Pouches Ryta has stretchy cheek pouches that can store up to 1 cubic foot of objects (though no more than four light items). She can remove or store an item using the Interact action. As long as she has at least one object in her cheek pouches, her speech is noticeably difficult to understand.Swarming Ryta can end her movement in the same square as an ally that also has this ability. Only two such creatures can share the same space.Vocal Warm-Up [one-action] Ryta sets up devastating vibrations that echo in her throat and her cheek pouches. Until the start of her next turn, her fangs Strikes deal an additional 2d8 sonic damage. Ryta can't use Vocal Warm-up if she has an object in her cheek pouches.