Kushtaka
Creature 4 — amphibious, beast
Pre-Remaster content. May include legacy alignment.
ShadeFlankerLANDAQUATICbeastshapeshifter
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 be
Source: pathfinder-bestiary-3 (Pre-Remaster)
Perception +12; darkvision, scent (imprecise) 30 feet
Languages common, fey
Skills acrobatics +11, athletics +9, deception +11, stealth +11 (+13 in Oceans and Forests)
Str
+3
Dex
+5
Con
+2
Int
+0
Wis
+4
Cha
+3
AC 21
Fort +8
Ref +13
Will +12
HP 40
Resistances physical 5
Speed 25 feet, swim 40 feet
Offense
Melee Jaws (finesse, unarmed) +14, Damage 2d8+5 piercing plus Grab
Melee Claw (agile, finesse, unarmed) +14, Damage 2d6+5 slashing
Abilities
Canine Vulnerability — Dogs 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.
In addition, a canine with imprecise scent can use it as a precise sense when detecting a kushtaka.
Null Spirit — Kushtaka 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.
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 Spells — A 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 Rebuttal —
Change Shape (concentrate, polymorph, primal) — 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.
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.
Grab —
Occult Innate Spells DC 21, attack +13
2nd Invisibility (×2), Undetectable Alignment (Constant)
1st Charm (×2), Sleep
Cantrips (2nd) Ghost Sound, Mage Hand, Telekinetic Projectile
WORKS WELL WITH
AnvilLAND / AQUATICA durable frontline keeps the party's attention forward while this shapeshifter disguises itself to isolate an unwary straggler.
SnareLAND / AQUATICA controller that pins mobility complements a successful Grab, turning a single capture into a longer denial of action.
CrasherLAND / AQUATICA burst striker punishes a target this shapeshifter has already Grabbed and can't easily flee from.
PUNISHES
✖ isolated targets✖ low Will
Avoid stacking with another Shade; ambush surprise only works once before the party is alert.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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