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Hantu BelianCreature 11


UncommonNSmallBeastHantuIncorporealSpirit
Source Pathfinder #166: Despair on Danger Island
Perception +24 (darkvision)
Languages Common
Skills Acrobatics +23, Athletics +20, Medicine +22, Stealth +19
Str -5, Dex +6, Con +0, Int +0, Wis +5, Cha +7

AC 27; Fort +19; Reflex +21; Will +24;
HP 150
Speed 0 feet (fly 35 feet)
Immunities paralyzed, unconscious, poison, precision, death effects, disease
Resistances All 10

Claw One Action +22 (+18, +14) to hit (agile, finesse, magical) 2d6+13 Slashing
Beak One Action +22 (+17, +12) to hit (finesse, magical) 2d8+13 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.

Unrest Aura (mental, emotion, enchantment, occult)

30 feet Aura


A creature that enters the emanation must attempt a DC 27 will save. On a failure, the creature is Confused until the end of its next turn (1 minute on a critical failure). During this confusion, the creature attempts to cause turmoil, using its actions to create disarray in its general vicinity by throwing around objects or scaring passersby. A creature that succeeds at its save is immune to all hantu belians' unrest auras for 1 hour. A hantu belian can suppress or resume the effects of this aura as an action, which has the concentrate trait.

Greater Possession

A hantu belian can use its possession innate spell to possess a creature for up to 1 hour rather than 1 minute. While possessing a creature, the hantu uses its own Acrobatics, Athletics, and Stealth modifiers unless those of the possessed creature are higher.


Innate Occult Spells (DC 30, +22 to hit)

Cantrips (6th Level): Daze, Light, Prestidigitation, Telekinetic Projectile
1st Level: Heal
3rd Level: Fear, Remove Disease
4th Level: Remove Curse
7th Level: Possession (Greater Possession)


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).

The hantu belian represents the spiritual essence of a tiger and typically manifests as a ghostly bird perched on a tiger's back. Hantu belians commit acts of great destruction as well as restoration. They sometimes possess humanoids to cause great discord and devastation, though their intentions are typically borne of amusement or boredom rather than malice.


Traits

Uncommon

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.

Incorporeal

An 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.