Kech (CR 3)
Alignment: Always neutral evil
Initiative: +2 (Dex); Senses: darkvision 60 ft., low-light vision, Listen +5, and Spot +5
Languages: Kech and Common
AC: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Hit Dice: 5d8+5 (30 hp)
Fort +5, Ref +7, Will +2
Speed: 40 ft., climb 20 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple -2
Attack: 2 claws +4 melee, bite +0 melee
Full Attack: 2 claws +4 melee, bite +0 melee
Damage: Claw 1d4+1, bite 1d6
Special Attacks/Actions: Rend
Abilities: Str 13, Dex 15, Con 12, Int 11, Wis 13, Cha 12
Special Qualities: Pass without trace
Skills: Hide +10*, Listen +5, Move Silently +10, Spot +5, and Use Rope +6
Advancement: 6-15 HD (Medium-size)
Climate/Terrain: Any forest
Organization: Pack or band (3-8)
Kech prefer traps to outright attacks, constructing pit falls, snares, and so forth, to catch unwary travelers or weaken large parties of adventurers. They prefer lone targets but will attack a large, well-armed party at night.
During combat, kech usually concentrate on one or two members of the party (most likely the guards), trying to dispatch them quickly before the others awaken. The kech then disappear into the forest dragging their kill with them.
Rend (Ex): If a kech hits with both claw attacks, it latches onto the opponent's body and tears the flesh. This attack automatically deals 2d4+1 points of damage.
Pass Without Trace (Ex): The kech can move across any ground -- ice, snow, mud, without leaving any footprints. Tracking by non-magical means is impossible.
Kech receive a +2 racial bonus to Listen and Spot checks. *Due to their coloration and leaf-like skin, kech receive a +15 racial bonus to Hide checks when in a forested area.
The Kech first appeared in Monster Manual II (Gary Gygax, 1983).