“Kerit: The Brain-Hunting Shadow of East African Forests”
“The Kerit prowls the shadowed forests of East Africa, a hulking, brain-hunting cryptid with a sloping back, shaggy mane, and crushing jaws that leave terrified villagers whispering its name in fear.”

A night-stalking cryptid from the forests and highlands of East Africa, the Kerit is a hulking, brain-hunting predator with a sloping back, shaggy mane, and crushing jaws. Solitary and cunning, it ambushes prey from shadows or trees with terrifying precision. Elusive and intelligent, this nocturnal terror dominates its territory, leaving clawed trees, missing livestock, and whispered legends in its wake.
Appearance
The Kerit stands over four feet at the shoulder, with a muscular, sloping build and a dark, shaggy mane framing a pronounced snout and piercing eyes. Small, rounded ears twitch constantly, and a short, whip-like tail completes its stealthy, powerful silhouette, giving the impression of both raw strength and predatory grace.
Behaviour
Highly elusive and solitary, the Kerit moves with silent, calculated steps, stalking prey before striking. Rarely seen during the day, it emits guttural growls and eerie low whistles at night. Villagers speak of an unnerving intelligence in its gaze, suggesting a creature of cunning rather than mindless aggression.
Habitat
Kerits favor dense forests, tangled thickets, and rocky highlands of East Africa. They claim expansive territories, fiercely defending them, and generally avoid human settlements—though their presence is betrayed by clawed trees, missing livestock, and occasional nighttime sightings.
Modus Operandi
A master ambush predator, the Kerit strikes from shadows or elevated perches, aiming for the head or neck of its prey. Its crushing jaws can splinter bone, and it shows a preference for brains and soft tissue. Swift and silent, it retreats immediately after an attack, reemerging only under the cover of darkness.
Motivation
Driven by hunger, survival, and territorial instinct, the Kerit prioritizes dominance within its domain. Its cerebral hunting behavior reveals not only necessity but a chilling curiosity toward potential threats, marking it as a creature of cunning and lethal intelligence rather than mere savagery.
Kerit 5e 2024
Kerit, Pathfinder
Kerit

Medium Beast, Chaotic Evil
Armor Class: 15 (natural armor)
Hit Points: 102 (12d8 + 48)
Speed: 40 ft., climb 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 16 (+3) | 18 (+4) | 8 (-1) | 14 (+2) | 10 (+0) |
Saving Throws: Dex +6, Wis +5
Skills: Stealth +6, Perception +5, Survival +5
Damage Resistances: Bludgeoning from nonmagical attacks
Damage Immunities: Psychic
Condition Immunities: Frightened
Senses: Darkvision 60 ft., Tremorsense 30 ft., passive Perception 15
Languages: Understands Common but cannot speak
Challenge: 7 (2,900 XP)
Traits
Keen Predator. It has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Ambush Hunter. The Kerit deals an extra 7 (2d6) damage when attacking surprised creatures.
Night Stalker. While in dim light or darkness, the Kerit can take the Hide action as a bonus action.
Territorial Instincts. The Kerit knows the layout of its territory perfectly and cannot become lost within it.
Actions
Multiattack. It makes two attacks: one with its bite and one with its claw.
Bite – Brain Crush. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 15 (2d10 + 4) piercing damage.
- If the target is Medium or smaller, it must succeed on a DC 15 Constitution saving throw or take 14 (4d6) psychic damage as the Kerit crushes the skull.
- If this attack reduces the target to 0 HP, the Kerit consumes the brain, regaining 5 temporary hit points (once per round).
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 4) slashing damage.
Terrifying Howl (Recharge 5–6). The Kerit emits a bone-chilling roar. Each creature of its choice within 30 ft. that can hear it must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the save at the end of its turns.
Reactions
Predatory Reflex. When a creature the Kerit can see ends its turn within 10 ft., the Kerit can make one claw attack against that creature.
Legendary Actions
The Kerit can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn.
- Move. The Kerit moves up to half its speed without provoking opportunity attacks.
- Bite Attack. The Kerit makes one bite attack.
- Shadow Lurk (Costs 2 Actions). The Kerit becomes invisible until the start of its next turn or until it attacks.
Tactics
The Kerit prefers stealth and ambush, striking from trees, ledges, or shadows. It prioritizes targeting the head of intelligent or vulnerable prey, using its Brain Crush bite to incapacitate and regain vitality. During combat, it uses hit-and-run tactics, retreats to cover when injured, and exploits terrain and darkness to remain unseen. It may use its Terrifying Howl to scatter groups, isolate individuals, and strike again with calculated precision. Persistent and intelligent, the Kerit dominates its forest or highland domain.
Kerit

Medium Magical Beast, Chaotic Evil
CR: 7
XP: 3,200
Init: +3
Senses: Darkvision 60 ft., Tremorsense 30 ft.; Perception +11
Aura: Terrifying Howl (30 ft.; DC 15 Will save or frightened 1 min)
DEFENSE
AC: 18, touch 12, flat-footed 15 (+4 natural, +3 Dex, +1 size)
HP: 85 (10d10 + 30)
Fort: +8 | Ref: +6 | Will: +5
DR / Immunities / Resistances: DR 5/magic; Immune: psychic; Resist: bludgeoning from nonmagical attacks
OFFENSE
Speed: 40 ft., climb 20 ft.
Melee:
- Bite – Brain Crush +12 (2d6+4 plus 2d6 psychic)
- Claw +12 (2d4+4)
Full Attack: Bite +12 (2d6+4 plus 2d6 psychic) and 2 Claws +12 (2d4+4)
Special Attacks:
- Ambush Hunter (Ex): +2d6 damage against surprised creatures
- Terrifying Howl (Su, 1/day): Frightens creatures within 30 ft. (DC 15 Will save)
- Brain Crush (Ex): When the Kerit bites a Medium or smaller creature targeting the head, the victim must succeed on a DC 15 Fortitude save or take 4d6 psychic damage. If reduced to 0 HP by this attack, the Kerit consumes the brain, regaining 5 temporary hit points (once per round).
Spell-Like Abilities:
- Invisibility (Su): 1/day, self only, 1 min/level
STATISTICS
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 16 (+3) | 16 (+3) | 6 (-2) | 14 (+2) | 10 (+0) |
Base Attack/Grapple: +10/+12
Attack: Bite +12, Claw +12
Space/Reach: 5 ft./5 ft.
Feats: Improved Initiative, Multiattack, Power Attack, Weapon Focus (bite)
Skills: Stealth +11, Perception +11, Survival +11
Languages: Understands Common but cannot speak
Special Qualities: Keen Scent, Night Stalker, Territorial Instincts
ECOLOGY
Environment: Dense forests, rocky highlands of East Africa
Organization: Solitary
Treasure: Standard
Description:
The Kerit is a hulking, nocturnal predator with a sloping back, shaggy dark mane, and short, whip-like tail. Its piercing eyes gleam with unnerving intelligence, and its powerful frame allows it to stalk prey silently. The Kerit shows a particular predilection for targeting the heads of its victims, consuming brains for sustenance and tactical advantage. Territorial and cunning, it dominates its domain, leaving clawed trees, missing livestock, and whispered legends behind.
TACTICS
The Kerit strikes from shadows, trees, or rocky ledges, isolating prey to target the head for maximum effect. It uses Terrifying Howl to scatter groups, and prefers hit-and-run tactics, retreating to concealment when injured and returning to ambush again. It prioritizes intelligent or vulnerable targets, exploiting darkness and terrain to maintain control of the battlefield.
SPECIAL ABILITIES
Ambush Hunter (Ex): Deals +2d6 damage against surprised opponents.
Terrifying Howl (Su): The Kerit emits a bone-chilling roar. All creatures within 30 ft. must succeed on a DC 15 Will save or be frightened for 1 minute. Sonic effect.
Brain Crush (Ex): When biting the head of a Medium or smaller creature, the target must succeed on a DC 15 Fortitude save or take 4d6 psychic damage. If reduced to 0 HP by this attack, the Kerit consumes the brain, regaining 5 temporary hit points (once per round).
Keen Scent (Ex): +4 bonus on Perception checks relying on smell.
Night Stalker (Ex): Can take a move action to Hide in dim light or darkness, even when observed.
Territorial Instincts (Ex): Knows its home terrain perfectly and cannot become lost there.