Tuthken CR 2
LN (Tend to LE) Medium monstrous humanoid (Desert)
Init +2; Senses: Darkvision 60 ft.; Perception +5
DEFENSE
AC 13, touch 11, flat-footed 14 (+2 Dex, +1 natural)
hp 13 (2d8+4)
Fort +6, Ref +2, Will +0
OFFENSE
Speed: 30 ft.
Melee: Gaffe Club +3 (1d6+1)
Group Back Stab: +1d6
STATISTICS
Str 13, Dex 14, Con 16, Int 8, Wis 10, Cha 7
Base Atk +3; CMB +3; CMD 15
Feats Skill Power Attack. Combat Expertise
Minor Skills: Acrobatics +2, Climb +2, Ride +2
Major Skills: Intimidate +5, Perception +5
Languages Phastian (Local Humanoid Language)
ECOLOGY
Environment: Desert
Organization: Patrol (3–6), Hunting Party (11-16)
Treasure: Half
SPECIAL ABILITIES
Grouped Back Stab Attack: A Tuthken if apart of a team of group surrounding a foe in melee combat, can inflict back stabbing bonus of +1d6. Another Tuthken must succeed on an attack, then if another scores a hit in the same round, treat as a back stab. This can happen only once every round, regardless of how many Tuthken surround or attack their victim. This increases to +2d6 at 6HD and +3d6 at 10HD.
Advancement as Humanoid for Saving Throws, and BAB otherwise as below
3 HD +2 Str or Con; +6 in skills; +1 Damage Reduction
4 HD Gain Any 1 Minor Feat; +1 in Natural AC
5 HD +2 Dex or Con; +6 in skills; +2 Damage Reduction
6 HD Gain Desert Adaption; Gain Double Damage with Back Stab
7 HD Gain Any 1 Minor Feat; +3 Damage Reduction
8 HD +2 Str or Dex or Con; +1 in Natural AC; Gain Any 1 Major Feat
9 HD +6 in skills; Increase Gaffe Club Threat Range (18-20), +5 Damage Reduction
10 HD Gain Any 1 Minor Feat; Gain Triple Damage with Back Stab
11 HD +6 in skills; Gain Any 1 Major Feat **
12 HD +4 Str & Con; +3 in Natural AC;
Lesser Feats:
Imp Disarm, Natural Armor (+2) Imp Feint, Imp Trip, Improved Initiative, Gaffe Club Proficiency (+2 to hit)
Advanced Feats (Higher than 7 HD)
Imp Natural armor (+2), Critical, Stunning Head-Butt, Greater Combat Adv - Gaffe Club (+4/+2 dmg)
Tuthken are powerful and despotic desert raiders who prey on any other travelers that are smaller in numbers that they believe they can defeat. Similar to humans in appearance, but they cover themselves in grey or sand-colored rags both to conceal themselves and protect themselves from the harsh desert winds. Their body is covered by brutally horrid scars that occasionally erupt in pus if exposed to extreme heat. If they start to suffer, they are helpless for long periods to their infections, it is their hands and faces that continually breakout. For the few who reach higher age and skills, they become immune (Desert Adaption at 6 HD)
They have a strong clan type of organization that welcomes any singular Tuth, but those who join are treated terribly until they prove themselves. Any adult male can be sent out on hunting expeditions that has only one rule - do not come back empty handed. While they use keen tactics to hunt fearsome beasts, they sometimes must rely on raiding towns or caravans to ensure they are not punished or shamed by their clansmen.
They have multiple tactics that they reuse such as rigging a bridge, or stalking a road with pits, they time their attacks when victims will be most disadvantaged. Tuthken are smart enough to scavenge anything that falls into their clutches, often sold again to other raiders, they sometimes make exceptions for weapons or magic. They are often seen trailing caravans, and many experienced desert folk attack these raiders on sight.
When they make contracts they keep their promises. In most instances they are extremely favorable for them. If they believe the other side is not keeping their word, will look for a chance for revenge at an opportune time.