Ryta
CREATURE 4Female ratfolk lutenist
+10; darkvision
Common, Sakvroth
Acrobatics +11, Diplomacy +12, Intimidation +12, Performance +12, Society +9, Stealth +11
Str +1, Dex +3, Con +0, Int +1, Wis +2, Cha +4
AC 21; Fort +8, Ref +13, Will +10
HP 60
Dance Moves
Ryta is targeted with a melee or ranged attack by an attacker she can see.
Ryta Steps and gains a +2 circumstance bonus to AC against the triggering attack.
25 feet
Melee Fangs +13 (agile, finesse), Damage 1d4+1 piercing
Occult Spontaneous Spells DC 21, attack +13; 2nd (3 slots) Deafness, Shatter, Soothe; 1st (4 slots) Charm, Command, Soothe, Ventriloquism; 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
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.
Pathfinder #164: Hands of the DevilOGL