Betobeto-SanCreature 12
Source Pathfinder Bestiary 3
Perception +22 (greater darkvision, fearsense (precise) 60 feet)
Languages Common, Shadowtongue
Skills Deception +23, Intimidation +23, Stealth +27
Str +4, Dex +7, Con +5, Int +4, Wis +4, Cha +5
AC 33; Fort +19; Reflex +25; Will +22;
HP 170
Speed 40 feet
Immunities disease, paralyzed, poison, precision
Resistances All 10
Claw +25 (+21, +17) to hit (agile, finesse, magical) 3d12+10 Negative
Greater Darkvision
A creature with greater 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 creature with greater darkvision, however, can see through even these forms of magical darkness.
Fearsense (Precise) 60 feet (divination, mental, occult)The betobeto-san is aware of all Frightened creatures within the listed range.
Ominous Footsteps (auditory, aura, emotion, fear, illusion, mental, occult)60 feet Aura
The betobeto-san's footsteps seem to draw ever closer, yet the source remains difficult to pinpoint. Each creature that starts its turn within 60 feet of the betobeto-san must attempt a DC 29 will save.
Critical Success The creature is unaffected and is temporarily immune for 1 minute.
Success The creature becomes Frightened 1.
Failure The creature becomes Frightened 2.
Critical Failure The creature becomes Frightened 4.
Shadow InvisibilityThe betobeto-san is Invisible unless within an area of bright light.
Shadow Step (conjuration, occult, shadow, teleportation)Trigger A bright light source reveals the betobeto-san.
Requirements The betobeto-san isn't already within an area of bright light.
Effect The betobeto-san Steps briefly into the Shadow Plane and then back again, appearing up to 30 feet away from where they began.
Stepping Decoy (auditory, illusion, occult)The betobeto-san Steps. They then create two illusory decoys of sound within 15 feet of them that mimic the sounds of their ominous footsteps.
These decoys act independently on the betobeto-san's initiative with 2 actions apiece. They can only Sneak or Stride, and they have a Speed of 35 feet. Use the betobeto-san's Stealth DC (typically 37) against attempts to Seek or disbelieve a decoy.
Each decoy lasts for 1 minute. Any existing decoys vanish if the betobeto-san uses this ability again.
A betobeto-san wanders the highways and byways of the Material Plane, searching for unwilling traveling companions to sustain the spirit's appetite for fear. Though this shadow spirit is invisible in darkness or shade, in light they appear as a formless, shadowy mass with two sandaled feet. These sandals are made of wood or bone that cause the creature's footsteps to make the distinct "beto beto" sound from which they receive their name. A wide, toothy mouth smiles in the middle of their otherwise featureless mass, and they can manifest long, clawed limbs.
Betobeto-san trail behind nighttime travelers, compelled to follow until the creatures verbally offer to let the betobeto-san pass. This compulsion isn't usually malicious by nature and occurs more from a betobeto-san's misguided desire for company and courtesy; unfortunately, they lack of understanding how this behavior can frighten others. Betobeto-san don't attack those they follow, but they often end up in combat because their unwelcome behavior causes those they follow to attack first.
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.
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. Corporeal creatures can pass through an incorporeal creature, but they can't end their movement in its 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 and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.
ShadowThis magic involves shadows or the energy of the Shadow Plane.