AC 12
HP 30 (5d8 + 8; bloodied 15)
Speed 30 ft.; climb 40 ft
Proficiency +2; Maneuver DC 12
Skills Athletics +4, Stealth +4 (+1d4), Perception +3 (+1d4), Survival +3 (+1d4)
Senses darkvision 60 ft., passive Perception 15
Languages Common, Goblin
ACTIONS
Strangle. Melee Weapon Attack: +4 to hit, reach 10 ft., one Medium or smaller creature that is surprised, grappled by the kech, or that can’t see the kech. Hit: 9 (2d6 + 2) bludgeoning damage, and the target is pulled 5 feet towards the kech and grappled (escape DC 12). Until this grapple ends, the kech automatically hits with the Strangle attack and the target can’t breathe .
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.
Stealthy Sneak. The kech moves up to half its Speed without provoking opportunity attacks . It can then attempt to hide.
Combat
A kech prefers to strangle an unaware opponent from hiding. It fights with its maul if it must, but when badly injured it uses its Stealthy Sneak to reach a hiding spot and then either attack with its javelin or strangle a passing creature.
Names
Bruggek, Gashk, Gnashtooth, Groar, Hrak, Hrorr, Redclaw, Sturg
Kech are arboreal, simian humanoids covered with leaf-green camouflage patterns. They are excellent hunters and trappers with a taste for humanoid flesh (but never ape flesh). They rarely leave the green forests and jungles in which they can hide so well. They construct snares and javelins from vines and saplings, and often hide in branches right above head height, grabbing travelers by the throat.
1 On the hunt
2 With a prisoner in a sack
3 Hiding in ambush
4 Looking for mercenary work
5 Scouting for a larger force
6 Looking for a new home after tribe was defeated
7 Owed money by a former boss, and mad about it
8 Working as mercenaries for a nearby faction; wearing breastplate (AC 16)
1 DC 14 Perception check: clump of coarse brown fur caught on something sharp
2 The corpse of a human soldier or bandit, strangled and robbed; DC 14 Perception check discovers big footprints leading away
3 An extinguished campfire
4 A hunting trap (DC 14 to spot)
Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.