Library / Bestiary

Bhuta

CR 11.00 Undead NE Medium
This ghostly apparition floats in the air on backward-facing feet. Its hands end in sharp talons, and its eyes glow with blue fire.

A bhuta is a ghostlike undead creature born of horrible death or murder in a natural setting. It is a manifestation of rage at the injustice of a death that interrupted important business or unsated desires. Doomed to haunt the wilderness within several miles of the site of its demise, a bhuta turns to the local fauna as tools for its vengeance.

A bhuta can appear in a variety of animalistic forms by using its veil ability, but its natural appearance is that of a bestial humanoid phantom that floats a foot above the ground as it moves. While bhutas are incorporeal, the touch of their claws creates horrific, bleeding wounds. A bhuta's feet point backward. To disguise its nature, a bhuta can appear solid, manifesting in long robes that help disguise the fact that it floats and has strange feet. By means of its magic jar spell-like ability, a bhuta can also possess living animals to use as its minions; an animal possessed by a bhuta casts no shadow, and therefore prefers to lurk in heavily canopied or thicketed areas, waiting for the right time to strike out and attack intruders.

Animals find themselves attracted to bhutas, which use their spell-like abilities to manipulate such victims toward evil and deceptive ends. Bhutas generally avoid influencing animal companions or domesticated animals, for changes in behavior among such creatures can easily arouse suspicion and reveal a bhuta's presence and influence.

A bhuta might have tasks it wishes to complete from its previous existence as a living creature, or it might work against those who slew its living form. This link to its past life is vague and compulsive rather than clear, unlike that of a ghost.

Bhutas who have no specific target for retribution still seek to trouble those living in or near their domains, coaxing passersby into accepting them as traveling companions and using their influence over animals as a testament to their benevolence. When invited to join a group, a bhuta can journey outside its normal territory. However, a bhuta's hunger for living blood usually drives it to attack its companions before it wanders far.

STR
-
DEX
25
CON
-
INT
11
WIS
8
CHA
22
HP
147 (14d8+84)
AC
24, touch 24, flat-footed 16 (+6 deflection, +7 Dex, +1 dodge)
Speed
fly 30 ft. (perfect)
Init
+7
Melee
2 incorporeal claws +17 (5d8 plus bleed)
BAB
+10
CMB
+17
CMD
34
Fort
+10
Ref
+11
Will
+10
Defensive Abilities
incorporeal, channel resistance +4

Weapons: Simple

bleed (1d8)

Blood Drain — As a standard action, a bhuta can suck blood from an adjacent opponent that is taking bleed damage. The target takes 1d6 points of Constitution damage (Fort DC 23 for half). The bhuta heals 5 hit points when it drains blood.

Animal Affinity from Feat

<p class="stat-block-1"> You get a +2 bonus on all Handle Animal and Ride skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.</p>

Dodge from Feat

<p class="stat-block-1"> 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.</p>

Iron Will from Feat

<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>

Lunge from Feat

<p class="stat-block-1"> You can increase the reach of your melee attacks by 5 feet until the end of your turn by taking a &ndash;2 penalty to your AC until your next turn. You must decide to use this ability before any attacks are made.</p>

Mobility from Feat

<p class="stat-block-1"> You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.</p><p class="stat-block-2">Dodge bonuses stack with each other, unlike most types of bonuses.</p>

Stealthy from Feat

<p class="stat-block-1"> You get a +2 bonus on all Escape Artist and Stealth skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.</p>

Bluff +16, Escape Artist +9, Fly +15, Handle Animal +14, Knowledge (nature) +8, Perception +13, Ride +9, Sense Motive +13, Stealth +24

spell-like abilities:
At will—Animal Trance, At will—Speak With Animals, At will—Veil, 3/day—Charm Animal, 1/day—Magic Jar
Details
Type
Undead
Alignment
NE
Size
Medium
Environment
any aboveground natural area
Organization
solitary or with a group of animals
Treasure
none
Senses
darkvision 60 ft., scent; Perception +13
Languages
Common
Source
Bestiary 3
Sources Used in This Record
11 House/Core
  • Uses feat: Animal Affinity (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Dodge (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Iron Will (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Lunge (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Mobility (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Stealthy (Feat)
    House/Core — covered by the site's Section 15.
  • Knows spell: Animal Trance (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Speak With Animals (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Veil (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Charm Animal (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Magic Jar (Spell)
    House/Core — covered by the site's Section 15.
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.