RokurokubiCreature 2
Source Pathfinder Bestiary 3
Perception +9 (darkvision)
Languages Common
Skills Athletics +7, Deception +8, Diplomacy +8, Intimidation +8, Society +6, Stealth +8
Str +3, Dex +4, Con +3, Int +2, Wis +3, Cha +4
AC 18; Fort +7; Reflex +8; Will +9;
HP 30
Speed 25 feet
Immunities sleep
Jaws +10 (+5, +0) to hit (finesse, reach 10) 1d8+3 Piercing
Claw +10 (+6, +2) to hit (agile, finesse) 1d8+3 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.
Attack of OpportunityJaws Only
Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
Drink OilTrigger The rokurokubi is the target of an alchemical bomb Strike
Requirements The rokurokubi is aware of the attack, not Flat-Footed against it, and doesn't have a creature Grabbed with their jaws
Effect The rokurokubi attempts to catch the flung bomb in their mouth. They gain a +4 circumstance bonus to AC against the triggering attack. If the attack misses, they catch the bomb in their mouth and harmlessly drink its contents down, regaining Hit Points equal to the bomb's item level.
Extend NeckThe rokurokubi extends their neck, increasing the reach of their jaws Strike from 10 feet to 20 feet until the end of their next turn.
Threatening LungeRequirements The rokurokubi's neck is not currently extended
Effect The rokurokubi's head comes within an inch of their target's face before striking. They Extend their Neck, attempt to Demoralize one opponent within 20 feet, and then make a jaws Strike against that opponent.
Their Demoralize check is a visual rather than auditory effect, and they don't take a penalty if the target doesn't understand their language.
Rokurokubi come into being when mortals are cursed for some misdeed, though often the one who bears the curse is not the one who committed the offense, but instead their child or spouse. The curse slowly transforms the individual into a rokurokubi as they sleep. At first, their neck extends, or even detaches altogether, to let their head roam freely and engage in simple mischief like scaring neighbors or animals. The sleeper may awaken the next morning from a hazy dream of drinking the oil from nearby lanterns, only to find them indeed empty.
Over time, the bizarre acts progress to increasingly mischievous or even violent crimes. There's only a brief period during which the nascent rokurokubi might still be saved by dispelling the curse, but before long, they are fully consumed, never to sleep again.
Most rokurokubi despair at their state, seeking to drown their sorrows in drink or simply stay out of sight. A nefarious few rokurokubi embrace their fate and seek to enhance their power by completely giving in to the curse. This grants them the ability to cast potent occult spells but inevitably twists them even more toward evil.
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.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.