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Hantu Denai

Creature 9 (uncommon) — beast, hantu, incorporeal, spirit

Pre-Remaster content. May include legacy alignment.

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 e

Source: fists-of-the-ruby-phoenix-bestiary (Pre-Remaster)

Perception +18
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 Ref +18 Will +23
HP 125
Immunities paralyzed, unconscious, poison, precision, death-effects, disease
Resistances all-damage (except force, ghost-touch) 8
Speed 0 feet, fly 25 feet

Offense

Melee Claw +20, Damage 2d6+8 slashing
Melee Fangs +20, Damage 2d8+8 piercing

Abilities

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 Off-Guard creatures
Terrifying Cry (auditory, emotion, fear, mental) — 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 — Grab

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