KushtakaCreature 4
Source Pathfinder Bestiary 3
Perception +12 (darkvision, scent (imprecise) 30 feet)
Languages Common, Sylvan
Skills Acrobatics +11, Athletics +9, Deception +11, Stealth +11
Str +3, Dex +5, Con +2, Int +0, Wis +4, Cha +3
AC 21; Fort +8; Reflex +13; Will +12;
HP 40
Speed 25 feet (swim 40 feet)
Resistances Physical 5
Jaws +14 (+9, +4) to hit (finesse) 2d8+5 Piercing
Claw +14 (+10, +6) to hit (agile, finesse) 2d6+5 Slashing
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.
Canine VulnerabilityDogs and other canines are natural enemies of kushtaka. Canine animals, including creatures transformed into a canine using Animal Form or a similar effect, ignore the kushtaka's resistance to physical attacks.
In addition, a canine with imprecise scent can use it as a precise sense when detecting a kushtaka.
Null SpiritKushtaka exist completely separated from their mortal souls, making them immune to the effects of haunts and most effects from incorporeal spirits and undead, but also unaware of their presence; incorporeal undead are both Invisible and inaudible to them. Incorporeal spirits and undead can affect a kushtaka only with effects that manifest in the physical world.
For instance, a ghost mage casting a Fireball or a poltergeist throwing objects could harm the kushtaka, but a ghost commoner's Frightful Moan and ghostly hand Strike would not.
Constant SpellsA constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
Persuasive RebuttalTrigger A creature fails a check to Strike or Demoralize the kushtaka
Requirements The kushtaka has a charm spell available
Effect The kushtaka casts Charm on the target.
Change Shape (concentrate, polymorph, primal, transmutation)The kushtaka takes on the specific appearance of a unique Small or Medium humanoid. Every time the kushtaka uses this ability, it takes on the same chosen form, though it can use non-magical disguises to further alter its appearance. This doesn't change the kushtaka's Speed or its attack and damage bonuses with its Strikes, though it does change the damage to an appropriate type, typically bludgeoning.
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.
GrabRequirements 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.
Occult Innate Spells (DC 21, +13 to hit)
Cantrips (2nd Level): Ghost Sound, Mage Hand, Telekinetic Projectile
1st Level: Charm, Sleep
2nd Level: Invisibility, Undetectable Alignment (Constant)
Kushtaka, or "land otters" as they are sometimes known, are devious shapeshifters. They propagate by luring a humanoid away from the shelter of their home and slowly transforming the kidnapped creature into a new kushtaka. Kushtaka have an easier time transforming willing prey, so they prefer to use their shapeshifting ability and innate magical powers to convince their chosen targets to follow them away to a kushtaka village.
Once a humanoid has been lured to a kushtaka village, they slowly begin to change, a bit at a time, until their body transforms fully into that of a kushtaka and ejects their mortal soul. These ejected souls often linger before giving rise to ghosts or haunts, though the kushtaka themselves are unaware of the souls' presence, having completely forgotten who they once were due to the magic that transformed them.
Kushtaka can be a scourge to small human villages, slowly pilfering villagers away one person at a time. This might mean the kushtaka village displaces the human one, or leaves the human village unable to survive with too small a population to hunt, fish, defend against threats, or raise the next generation.
Traits
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.
AmphibiousAn amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.