Hantu Denai
Creature 9 (uncommon) — beast, hantu, incorporeal, spirit
Pre-Remaster content. May include legacy alignment.
ShadeFlankerAERIALbeastspirit
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; 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
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 (agile, finesse, magical, unarmed) +20, Damage 2d6+8 slashing
Melee Fangs (finesse, magical) +20, Damage 2d8+8 piercing plus Grab
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.
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 —
WORKS WELL WITH
WeaverAERIALWeaver sustains fear effects that feed the Shade's Sneak Attack precision damage on frightened targets.
CrasherAERIALCrasher exploits off-guard creatures while the incorporeal Shade penetrates defensive lines unnoticed.
AnvilAERIALAnvil holds targets in melee reach so the flying Shade can flank and apply Grab after Terrifying Cry.
PUNISHES
✖ low Will✖ clumping✖ physical-barrier-reliance
flying-only habitat lock severely limits encounter composition on ground or enclosed maps
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Hantu Denai in the encounter builder — free, no install.
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