Library / Bestiary

Manitou

CR 15.00 Outsider NG Huge HD 19
An invisible presence suggests the shape of a giant-sized person, surrounded by a rhythm of subtle noises from the natural world.

A manitou is a powerful, benevolent spirit of nature that safeguards entire regions from danger, heals the sick and wounded, and preserves the balance among all creatures. When not invisible, a manitou looks like a powerfully built, long-haired humanoid with skin made of tree bark and rose quartz. A manitou stands 20 feet tall and weighs over 5,000 pounds.

HP
237 (19d10+133); fast healing 5
AC
29, touch 18, flat-footed 22 (+3 deflection, +6 Dex, +1 dodge, +11 natural, –2 size)
Init
+10
Speed
30 ft.
Fort
+18
Ref
+12
Will
+17
BAB
+19
CMB
+33 (+35 bull rush)
CMD
53 (55 vs. bull rush)
Melee
2 slams +30 (4d10+12)
Space
15 ft.
Reach
15 ft.
DR
10/cold iron and evil
SR
26
Defensive Abilities
freedom of movement, greater invisibility
Aura
positive energy (10 ft.)
str
34
+12
dex
23
+6
con
24
+7
int
19
+4
wis
22
+6
cha
25
+7

Weapons: Martial, Simple

Spirit Stampede — Every 1d4 rounds, a manitou can call upon animal spirits to attack, affecting a 60-foot cone and dealing 10d6 points of force damage (Reflex DC 26 half). Using this ability temporarily weakens the manitou's connection with the natural world, halting its positive energy aura until the stampede is ready to be used again.

Token of Fortune — A manitou can imbue an small object, such as a stone or necklace, with its blessing. The object's bearer and any allies within 10 feet gain a +2 luck bonus on saving throws. The manitou can use scrying on the token at will. The manitou can teleport to it (without error) once per day as a swift action. These abilities are lost if the token leaves the manitou's territory. A manitou may only have one token active at a time.

Special Abilities

Freedom Of Movement from text
Greater Invisibility from text
Spirit Stampede from text
Every 1d4 rounds, a manitou can call upon animal spirits to attack, affecting a 60-foot cone and dealing 10d6 points of force damage (Reflex DC 26 half). Using this ability temporarily weakens the manitou's connection with the natural world, halting its positive energy aura until the stampede is ready to be used again.
Token Of Fortune from text
A manitou can imbue an small object, such as a stone or necklace, with its blessing. The object's bearer and any allies within 10 feet gain a +2 luck bonus on saving throws. The manitou can use scrying on the token at will. The manitou can teleport to it (without error) once per day as a swift action. These abilities are lost if the token leaves the manitou's territory. A manitou may only have one token active at a time.

Feats, Traits & Items

Awesome Blow from Feat

As a standard action, the creature may perform an awesome blow combat maneuver. If the creature's maneuver succeeds against a corporeal opponent smaller than itself, its opponent takes damage (typically slam damage plus Strength bonus) and is knocked flying 10 feet in a direction of the attacking creature's choice and falls prone. The attacking creature can only push the opponent in a straight line, and the opponent can't move closer to the attacking creature than the square it started in. If an obstacle prevents the completion of the opponent's move, the opponent and the obstacle each take 1d6 points of damage, and the opponent is knocked prone in the space adjacent to the obstacle.

Cleave from Feat

As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

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
Improved Bull Rush from Feat

You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.

Calculated: +2 Maneuver Check Bonus

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative
Power Attack from Feat

You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Skill Focus (Stealth) from Feat

You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Calculated: +3 Skill Bonus
Skill Focus (Stealth) from Feat

You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Calculated: +3 Skill Bonus
Weapon Focus (slam) from Feat

You gain a +1 bonus on all attack rolls you make using the selected weapon.

Calculated: +1 Attack Bonus

Climb +22, Diplomacy +20, Heal +16, Intimidate +10, Knowledge (arcana, geography, history, religion) +14, Knowledge (local, planes) +17, Knowledge (nature) +26, Perception +34, Sense Motive +19, Spellcraft +14, Stealth +17, Survival +28, Swim +22

spell-like abilities:
Constant—Detect Evil, Constant—Freedom Of Movement (DC 21), Constant—Invisibility, Greater (DC 21), Constant—Pass Without Trace (DC 18), Constant—Speak With Animals, Constant—True Seeing (DC 23), 3/day—Heal (DC 22), 3/day—Neutralize Poison (DC 20), 3/day—Restoration (DC 21), 3/day—Summon Nature's Ally VIII, 1/day—Earthquake (DC 25)
Details
Type
Outsider
Alignment
NG
Size
Huge
Environment
any plains or forests
Organization
solitary
Treasure
standard
Senses
darkvision 60 ft., detect evil, true seeing; Perception +34
Aura
positive energy (10 ft.)
Languages
Celestial, Common, Sylvan; speak with animals
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
20 House/Core 1 Recognized publisher
View references and cross-links for Manitou

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