🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

ShantakCreature 8


UncommonCEHugeBeast
Source Pathfinder Bestiary 3
Perception +18 (darkvision)
Languages Aklo
Skills Acrobatics +17, Athletics +18
Str +6, Dex +3, Con +4, Int -1, Wis +4, Cha +0

AC 27; Fort +18; Reflex +13; Will +16;
HP 115
Speed 20 feet (fly 60 feet)
Immunities disease
Resistances Cold 10

Jaws One Action +20 (+15, +10) to hit 2d12+9 Piercing
Claw One Action +20 (+16, +12) to hit (agile) 2d8+9 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.

No Breath

The shantak doesn't breathe and is immune to effects that require breathing (such as an inhaled poison).

Slippery

The shantak's scales are covered in slippery slime, so the shantak gains a +3 circumstance bonus to Escape.

A creature mounted on a shantak takes double the normal circumstance penalty to Reflex saves (-4 instead of -2 in most cases) while mounted.

Flying Strafe Two Actions

The shantak Flies up to their fly speed and makes two claw Strikes at any point during that movement. Each Strike must target a different creature. The attacks take the normal multiple attack penalty.

Share Defenses Free Action (abjuration, occult)

Requirements A creature is riding the shantak


Effect The shantak extends their no breath ability and cold resistance to a single creature riding them. They can withdraw this protection as a free action.

Effect: Share Defenses


The imposing shantaks are far more intelligent than their bestial appearance would suggest. They can speak, though their voices sound like glass grinding on stone, and they can't converse in any language besides Aklo.

Shantaks' ability to travel through the gulfs of outer space at supernatural speed allows them to nest on numerous worlds, yet despite this mobility, most shantaks are reluctant to seek out new homes unless faced with no other option. Instead, they roost in discarded ruins or asteroids adrift in space, only emerging and landing upon planets in their chosen stellar system when the urge to feed compels them.

Despite not being native to the Dimension of Dreams, they're commonly found in that realm. Their ability to fly through space affords them swift travel between Leng and more hospitable reaches of the Dreamlands, making them particularly sought after as mounts for those who have business in the far reaches of the dreaming plane.

Convincing a shantak to become a mount is notoriously difficult. They refuse any sort of training, and even if one is convinced to ferry a humanoid on their back, they can be obstinate and fickle. Anyone relying on a shantak mount should have a backup plan ready in case the shantak strands their passenger on an asteroid or strange planet after some disagreement.

Although a shantak is nearly the size of an elephant, many possess irrational fears of certain creatures. In particular, nightgaunts terrify them, but other shantaks have been observed fleeing from harpies and gargoyles. Though these ancestries all share the same trait, shantaks don't fear every type of winged humanoid, which makes the origin of their phobia all the more mysterious. Shantaks on Golarion typically hide themselves away in remote places since several of the creatures they fear appear on the planet in abundance.


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.