Library / Bestiary

Gaki

CR 7.00 Undead NE Medium HD 9
This skeletal creature with a long, thin neck seems to float above the ground. Its jaw is elongated, showing sharp, worn teeth.

When an especially jealous or greedy evil person dies, it sometimes returns as a gaki—a misshapen creature with a supernatural hunger for things of the material world. Mistakenly called "hungry ghosts" because of their ability to fly and turn invisible, gakis believe that if they consume the right material—typically meat, wine, blood, flowers, and souls—they can form a new body resembling their former mortal shapes. Its long, thin neck restricts how much it can eat, and the creature is perpetually starving. It prefers to consume evil creatures, believing it gains more sustenance from a sinful being than a righteous one, but it won't pass up any mortal flesh. Some gakis believe they must consume flesh from demons or undead, and fixate on these creatures to the aversion of all others.

Gakis are cursed, pitiable creatures with nothing to lose, which makes them very dangerous. Some that have existed for many years as undead grow desperate and try consuming earth, sewage, or more vile substances in an attempt to find the missing ingredient for their transformation. Particularly unfortunate ones bear an onerous curse that causes anything they try to eat to burst into flame or wither away into dust.

These creatures have short memories and little sense of perspective. They're smart enough to pursue what they want cannily, but fail at making long-term plans. Most gakis wander alone, pursuing their search for nourishment in solitude. When they do form packs, they use their numbers to surround and bring down large animals or groups of people, but then throw cooperation aside to squabble and shove as each one greedily tries to claim the entire prize they've taken.

Strangely, gakis are scorched by moonlight and frozen by sunlight. Because of this, they're forced to lurk in the shadows of ruins. Some wander the deep caves and tunnels below the surface, scrounging whatever meals they can find. In urban areas, they group together to stalk the slums, often leaping upon victims, tearing away small morsels of flesh before they retreat, leaving victims bleeding and disoriented. They find hiding places—often in abandoned buildings or sewers—to stay during the day, turning invisible and biding their time till the dark of night comes.

HP
74 (9d8+32) manual · calculated
AC
20, touch 13, flat-footed 17 (+2 Dex, +1 dodge, +7 natural)
Init
+6
Speed
30 ft., fly 30 ft. (average)
Fort
+5
Ref
+7
Will
+9
BAB
+6
CMB
+9 (+13 grapple)
CMD
22
Melee
2 claws +9 (2d6+3), bite +9 (2d6+3 plus grab)
Space
5 ft.
Reach
5 ft. (10 ft. with bite)
str
16
+3
dex
15
+2
con
-
int
9
-1
wis
12
+1
cha
18
+4

Weapons: Simple

blood drain (1d2 Constitution)

fear cone (30 ft., DC 16)

Universal Monster Rules

Blood Drain (1d2 Constitution) Ex from Universal Monster Rule
The creature drains blood at the end of its turn if it grapples a foe, inflicting Constitution damage.
Fear (cone (30 ft., DC 16)) from Universal Monster Rule
Fear attacks can have various effects.
Grab (bite) Ex from Universal Monster Rule
If a creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply to use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its combat maneuver check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature's descriptive text). Creatures with grab receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab works only against opponents no larger than the same size category as the creature. If the creature can use grab on sizes other than the default, this is noted in the creature's Special Attacks line.

Feats, Traits & Items

Combat Reflexes from Feat

You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Dodge from Feat

You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Calculated: +1 Ac

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative
Iron Will from Feat

You get a +2 bonus on all Will saving throws.

Calculated: +2 Will
Lightning Reflexes from Feat

You get a +2 bonus on all Reflex saving throws.

Calculated: +2 Ref

Intimidate +14, Perception +13, Stealth +14

spell-like abilities:
Constant—Detect Evil, At will—Invisibility (DC 16), 1/day—Disguise Self
Details
Type
Undead
Alignment
NE
Size
Medium
Environment
any land
Organization
solitary or gang (2–4)
Treasure
incidental
Senses
darkvision 60 ft., detect evil; Perception +13
Languages
Common
Source
Bestiary 4
Source

Bestiary 4

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
8 House/Core
  • Uses feat: Combat Reflexes (Feat) — core content under OGL 1.0a
  • Uses feat: Dodge (Feat) — core content under OGL 1.0a
  • Uses feat: Improved Initiative (Feat) — core content under OGL 1.0a
  • Uses feat: Iron Will (Feat) — core content under OGL 1.0a
  • Uses feat: Lightning Reflexes (Feat) — core content under OGL 1.0a
  • Knows spell: Detect Evil (Spell) — core content under OGL 1.0a
  • Knows spell: Invisibility (Spell) — core content under OGL 1.0a
  • Knows spell: Disguise Self (Spell) — core content under OGL 1.0a
View references and cross-links for Gaki

This entry is Open Game Content. TheCrazyGM is an open library and a Forge for building — and publishing — your own.

How publishing works Browse worlds
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.