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Hantu DenaiCreature 9


UncommonNLargeBeastHantuIncorporealSpirit
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 8

Claw One Action +20 (+16, +12) to hit (agile, finesse, magical) 2d6+8 Slashing
Fangs One Action +20 (+15, +10) to hit (finesse, magical) 2d8+8 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) 60 feet

Scent 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.

Sound 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 Attack

A hantu denai's Strikes deal an additional 2d6 precision damage to Frightened and flat-footed creatures


When the monster Strikes a creature that has the Flat-Footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, it also deals the listed precision damage. For a ranged attack with a thrown weapon, that weapon must also be an agile or finesse weapon.

Terrifying Cry Two Actions (mental, auditory, emotion, fear)

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 One Action

Requirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.


Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.


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

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.