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Tanuki TricksterCreature 2


SmallChaoticHumanoidTanuki
Source Pathfinder Society Scenario #5-12: Mischief in the Maze
Perception +8
Languages Common, Tanuki, Tien
Skills Acrobatics +7, Athletics +7, Deception +7, Nature +5, Performance +7, Religion +5
Str +2, Dex +2, Con +3, Int +1, Wis +0, Cha +2

AC 18; Fort +8; Reflex +9; Will +6;
HP 32
Speed 25 feet

Fist One Action +10 (+6, +2) to hit (agile, unarmed) 1d6+4 Bludgeoning
Shuriken One Action +9 (+5, +1) to hit (agile, reload 0, thrown 20) 1d4+4 Piercing

Change Shape One Action (concentrate, polymorph, primal)

The tanuki can transform into a mundane raccoon dog, using the statistics of pest form. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The tanuki loses any unarmed Strikes they gained from a tanuki heritage or ancestry feat in this form. The tanuki can remain in the raccoon dog form indefinitely, and can shift back to the tanuki form by using this action again.


The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.

Diverse Training

Each individual tanuki replaces their skill bonus in one skill with +10. Additionally, they get abilities as listed below.


Dainiki Nature

Ability The tanuki gains a +2 bonus on ranged attack rolls with shuriken and may

Mark Target 1 the tanuki chooses a target he can see. Once per round, the tanuki may deal an additional 1d8 precision damage to this target on a successful strike. This choice lasts until the tanuki chooses a new target with Mark Target.


Kagebashi Acrobatics

Ability The tanuki's fist deals electricity damage instead of bludgeoning damage, and he gains

Kinetic Strike 2 the tanuki makes a fist strike gaining a +4 status bonus to the damage roll.


Mochi Performance

Ability The tanuki gains the inspire courage composition cantrip.


Suzu Religion

Ability The tanuki can cast 1st-level electric arc at will as a primal innate spell (DC 18).


Tonta Athletics

Ability The damage die for the tanuki's fist increases to 1d6, and he gains

Flurry of Blows 1

Frequency once per round.

the tanuki makes two strikes


Toshiro Deception

Ability The tanuki deals an additional 1d6 precision damage to Off-Guard creatures, and on the first round of combat, creatures that haven't acted are off-guard to him.

Flurry of Blows (Tonta Only) One Action

Frequency once per round.


The tanuki makes two strikes.

Kinetic Strike (Kagebashi Only) Two Actions

The tanuki makes a fist strike gaining a +4 status bonus to the damage roll.

Mark Target (Dainiki Only) One Action

The tanuki chooses a target he can see. Once per round, the tanuki may deal an additional 1d8 precision damage to this target on a successful strike. This choice lasts until the tanuki chooses a new target with Mark Target.


Primal Innate Spells (DC 18, +10 to hit)

Cantrips (1st Level): Electric Arc (Suzu Only)

Focus Spells (DC 18, +10 to hit)

Cantrips (1st Level): Courageous Anthem (Mochi Only)



Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.