Hantu DenaiCreature 9
Source Pathfinder #166: Despair on Danger Island
Perception +18 (darkvision, scent (imprecise) 60 feet)
Languages Common, (can't Speak Any Language)
Skills Acrobatics +18, Deception +19, Nature +21, Stealth +20, Survival +21
Str -5, Dex +5, Con +2, Int +0, Wis +6, Cha +4
AC 22; Fort +17; Reflex +18; Will +23;
HP 125
Speed 0 feet (fly 25 feet)
Immunities paralyzed, unconscious, poison, precision, death effects, disease
Resistances All Damage 8
Claw
+20 (+16, +12) to hit (agile, finesse, magical, unarmed) 2d6+8 SlashingFangs
+20 (+15, +10) to hit (finesse, magical) 2d8+8 PiercingSound Imitation
A hantu denai that succeeds at a Deception check to Lie can mimic the sounds of any animal native to its environment. It adds a +4 circumstance bonus to this check.
Sneak AttackA hantu denai's Strikes deal an additional 2d6 precision damage to Frightened and Off-Guard creatures
Terrifying Cry
(auditory, emotion, fear, mental)The hantu denai unleashes a loud animal cry to scare off nearby creatures. Each creature in a 120-foot emanation must attempt a DC 27 will save and is then immune to the hantu denai's Terrifying Cry for 1 minute.
Critical Success The creature is unaffected.
Success The creature is Frightened 1.
Failure The creature is Fleeing for 1 round and Frightened 2.
Critical Failure The creature is fleeing for 1 round and Frightened 3.
Grab
Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained
Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.
The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.
Hantus are manifestations of the powerful nature spirits that inhabit all things, from animals to objects to the environment itself. As spiritual representations of whatever they inhabit, hantus follow no preordained agenda. Some hantus choose to act as guardians, defending the forest or waterway that they represent, while others simply set out into the world and experience the wonders of life in ways that their physical form-be it a boulder, bamboo stand, or tapir-would typically be unable to enjoy.
Hantus are most well known in the archipelago of Minata, particularly in the southern islands of Rendah Pulu, where animists believe that hantus manifest in locations imbued with significant spiritual power. To the residents of Rendah Pulu, hantus exist as manifestations of their culture's anxieties, fears, and ills. An individual who encounters a hantu might interpret the meeting as a sign that they have dwelt for too long on their particular worries (or the opposite: they have ignored the source of their anxieties for too long).
Interestingly, although hantus are incorporeal, they still retain tangible characteristics as varied as hantus themselves. Some give off a potent odor, such as the scent of durian or jasmine. Others leave corporeal droppings, such as literal animal waste or tufts of fur left on a tree trunk.
When an environment such as a forest or stream is at risk of overhunting or overfishing, the land itself can manifest as a hantu denai in order to defend itself from overconsumption. Hantu denais stalk hunters and emit haunting cries of native fauna to scare off poachers, loggers, and other despoilers of nature before resorting to violence if necessary.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
BeastA 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.
IncorporealAn incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can't perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1 until the end of its turn. A corporeal and an incorporeal creature can pass through one another, but they can't end their movement in each other's space. An incorporeal creature can't attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the ghost touch property rune. Likewise, a corporeal creature can't attempt Strength-based checks against incorporeal creatures or objects. Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage, spirit damage, and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.
SpiritEffects with this trait can affect creatures with spiritual essence and might deal spirit damage. A creature with this trait is defined by its spiritual essence. Spirit creatures often lack a material form.