Ke’kekt
Medium Abberation
Hit Dice: 2d8+6 (15 hp’s)
Initiative: -1 (Dex)
Speed: 20ft, Swim 35ft
Armor Class: 12 (+3 Tough Hide, -1 Dex)
Attacks: By weapon +5 melee, Grab +2 melee
Damage: By weapon +4 (Str), Grab 1d6+4 (Str), Crush 2d4+4 (Str)
Face/Reach: 5ft x 5ft/5ft
Special Attacks: Crush
Special Qualities: Dark-Vision (60ft), Amphibious
Saves: Fort +3, Ref -1, Will +4
Abilities: Str 18, Dex 8, Con 16, Int 10, Wis 13, Chr 8
Skills: Intimidate +4, Knowledge (Agriculture) +5, Listen +5, Search +4, Spot +5
Feats: None
Climate/Terrain: Any Nonarctic Coastlands or Seas
Organization: Fuedal Agricultural States numbering up to 2-24 members in any one city
Challenge Rating: 1
Treasure: Gear (if any)
Alignment: Usually Neutral, but sometimes Chaotic Neutral
Advancement Range: By Character Class

See the Alien Compendium 1 for more information.

Combat:
Ke’kekt are highly aggressive.  They see any intruder to be a threat to be dealt with violent action.  The only way they respect a member of another state or species is to be bested in combat.  They attack with simple spears and daggers or whatever tool they are using in if encounter while in their fields.  If they complete a Grab attack, the next round they can attempt to crush the foe with another limb.  The foe must beat the ke’kekt on an opposed grapple check to break free or suffer 2d4+4 damage.  The foe must pass the opposed check in order to break free, however, if the ke’kekt is attacked by another foe while attempting a crush, it will drop the victim and attack the new danger.  A ke’kekt can only attempt a crush attack if their hands are empty.  Needless to say, a ke’kekt will drop any weapons he is holding to make a crush attack.

Society:
See the Alien Compendium 1 for more information.

Characters:
Ke’kekt are primarily fighters, but they are known to have a cleric amidst their ranks (casting spells from Destruction, Protection, and Strength spheres) upon occasion if the settlement is large enough.