Rokurokubi
Description
A rokurokubi is an evil hag-like creature who seeks to spread as much mayhem and despair as possible. Her skin ranges in hue from pale blue to muted green, so to disguise herself she must cover up her flesh with makeup and clothing, and retract her neck so it is no longer than a human's.
A rokurokubi can mate with almost any male humanoid, monstrous humanoid, or humanoid-shaped creature. Her offspring is always a rokurokubi. The mate is usually devoured once the rokurokubi tires of his presence.
Combat Stats
- Melee
- bite +24 (2d6+4/19–20 plus rokurokubi's curse), 2 claws +23 (1d6+4)
- Space
- 5 ft.
- Reach
- 5 ft. (20 ft. with bite)
- DR
- 5/cold iron
- SR
- 25
- Aura
- nightfall (15 ft.)
Ability Scores
Proficiencies
Weapons: Simple
Special Attacks
Elongate Neck — A rokurokubi can stretch her neck from a normal human length up to 20 feet, giving her reach with her bite attack and threatening all squares within that range.
Rokurokubi's Curse — Bite—injury; save Will DC 23; frequency 1 day; effect 1 Cha damage and permanently silenced after 4 Cha damage. Fully healing the Cha damage cures the silence. The save DC is Charisma-based.
Special Qualities
No Sleep — A rokurokubi does not need to sleep and is immune to all sleep effects.
Feats
Combat Casting, Combat Expertise, Combat Reflexes, Deceitful, Improved Critical (bite), Improved Initiative, Iron Will, Weapon Finesse, Weapon Focus (bite)
Special Abilities
Special Abilities
Feats, Traits & Items
You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
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.
You get a +2 bonus on all Bluff and Disguise skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
When using the weapon you selected, your threat range is doubled.
With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
You gain a +1 bonus on all attack rolls you make using the selected weapon.
Skills
Bluff +26, Climb +24, Disguise +26, Intimidate +25, Perception +21, Stealth +26
Spells
- Type
- Monstrous Humanoid
- Alignment
- LE
- Size
- Medium
- Environment
- any ruins
- Organization
- solitary, pair, or harem (3–6)
- Treasure
- standard
- Senses
- darkvision 60 ft.; Perception +21
- Aura
- nightfall (15 ft.)
- Languages
- Aklo, Common
- Source
- Bestiary 4