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Elder ShantakCreature 15


RareLargeBeast
Source Pathfinder #220: Crypt of Runes
Perception +27 (darkvision)
Languages Aklo
Skills Acrobatics +27, Athletics +30
Str +7, Dex +4, Con +6, Int -1, Wis +6, Cha +0

AC 37; Fort +29; Reflex +23; Will +27;
HP 255
Speed 20 feet (fly 80 feet)
Immunities disease, inhaled
Resistances Cold 15, Sonic 15

Jaws One Action +30 (+25, +20) to hit (unarmed) 3d12+15 Piercing
Claw One Action +30 (+26, +22) to hit (agile, unarmed) 3d8+15 Slashing

No Breath

The elder shantak doesn't breathe and is immune to effects that require breathing (such as inhaled poison).

Slippery

The elder shantak's scales are slimy, granting it a +3 circumstance bonus to Escape. A creature mounted on a shantak takes double the normal circumstance penalty to its Reflex saves (–4 instead of –2 in most cases) while mounted.

Flying Strafe Two Actions

The elder shantak Flies up to their fly speed and makes two claw Strikes at any point during it's movement. Each Strike must target a different creature. The attacks take the normal multiple attack penalty.

Screech Two Actions (incapacitation, occult, sonic)

The shantak's screech deals 15d6 sonic damage in a 50-foot cone (DC 33 fortitude save). A creature that fails the save is also Stunned 1 (Stunned 3 on a critical failure). The shantak can't use Screech again for 1d4 rounds.

Share Defenses Free Action (occult)

Trigger A creature is riding the shantak


Effect The shantak extends their no breath ability and cold resistance to a single creature riding them. They can withdraw this protection as a free action.

Effect: Share Defenses


The imposing shantaks are far more intelligent than their bestial appearance would suggest. They can speak, though their voices sound like glass grinding on stone, and they can't converse in any language besides Aklo.

Shantaks' ability to travel through the gulfs of outer space at supernatural speed allows them to nest on numerous worlds, yet despite this mobility, most shantaks are reluctant to seek out new homes unless faced with no other option. Instead, they roost in discarded ruins or asteroids adrift in space, only emerging and landing upon planets in their chosen stellar system when the urge to feed compels them.

Despite not being native to the Dimension of Dreams, they're commonly found in that realm. Their ability to fly through space affords them swift travel between Leng and more hospitable reaches of the Dreamlands, making them particularly sought after as mounts for those who have business in the far reaches of the dreaming plane.

Convincing a shantak to become a mount is notoriously difficult. They refuse any sort of training, and even if one is convinced to ferry a humanoid on their back, they can be obstinate and fickle. Anyone relying on a shantak mount should have a backup plan ready in case the shantak strands their passenger on an asteroid or strange planet after some disagreement.

Although a shantak is nearly the size of an elephant, many possess irrational fears of certain creatures. In particular, nightgaunts terrify them, but other shantaks have been observed fleeing from harpies and gargoyles. Though these ancestries all share the same trait, shantaks don't fear every type of winged humanoid, which makes the origin of their phobia all the more mysterious. Shantaks on Golarion typically hide themselves away in remote places since several of the creatures they fear appear on the planet in abundance.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Beast

A creature similar to an animal but with an Intelligence modifier of –3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.