AkataCreature 1
Source Pathfinder Bestiary 2
Perception +6 (darkvision, no hearing, scent (imprecise) 30 feet)
Languages none
Skills Acrobatics +7, Athletics +7, Stealth +7
Str +4, Dex +2, Con +4, Int -4, Wis +3, Cha +0
AC 16; Fort +9; Reflex +5; Will +6;
HP 15
Speed 30 feet (climb 15 feet)
Immunities disease
Weaknesses Salt Water 5
Resistances Fire 5, Poison 5
Jaws +9 (+5, +1) to hit (agile) 1d6+4 Piercing
Darkvision
A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.
Scent (Imprecise) 30 feetScent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).
If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.
HibernationAfter 3 or more days without eating, an akata can secrete resin that encases it in a noqual cocoon. The cocoon has Hardness 9, 40 HP, and a Broken Threshold of 18. It has resistance 5 to damage from magical sources. As long as the cocoon remains intact, the akata can't be harmed, and it doesn't need to eat or drink.
While inside the cocoon, the akata gains Lifesense 30 feet.
The akata remains in a state of hibernation until it is exposed to extreme heat or senses a living creature, at which point it can burst free of its cocoon in 1d4 minutes.
No Hearing (auditory)An akata has no auditory senses. It is immune to auditory effects, automatically critically fails Perception checks that require it to hear, and takes a -2 status penalty to Perception checks (but not initiative rolls) that involve sound but also rely on other senses.
No Breath (inhaled)An akata doesn't breathe and is immune to effects that require breathing (such as an inhaled poison).
Salt Water VulnerabilitySalt water acts as an extremely strong acid to an akata. Full immersion in salt water deals 4d6 acid damage per round.
Void Death (disease)An akata implants its parasitic larval young into any creature it bites, but only Medium or Small humanoids make suitable hosts; all other creatures are immune to this disease
Saving Throw DC 17 fortitude
Stage 1 carrier with no ill effect 1 (1 day)
Stage 2 Drained 1 (1 day)
Stage 3 as stage 2 (1 day)
Stage 4 drained 2 and Fatigued (1 day)
Stage 5 as stage 4 (1 day)
Stage 6 dead and corpse rises as a void zombie in 2d4 hours
An akata is a hairless, blue-skinned quadruped with fearsome jaws, glowing eyes, a pair of thin tails, and a mane of writhing tentacles. It is a strangely silent beast, as it lacks the lungs and vocal chords necessary to vocalize. It also lacks ears, but it has heightened visual and olfactory senses.
When food is scarce, an akata secretes a resin from its pores that forms into a sturdy cocoon of pale green crystal-the skymetal noqual. An akata can hibernate in this cocoon without needing to eat or drink for centuries, though it retains a rudimentary sense of its surroundings and can break out in only a few minutes' time. These cocoons allow the creatures to travel through the void of space, seeking new worlds where they can infect suitable humanoid hosts with their larval young. Once a victim succumbs to this infection, the offspring fight among themselves until one proves the strongest. The surviving akata then animates the corpse-now a void zombie-which shambles about of its own accord.
Traits
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.