Shantak
Shantaks speak in a shrill voice that sounds like glass grinding against stone. They are intelligent creatures and cannot be trained as mounts—a would-be shantak rider must use diplomacy or magic to secure a shantak's cooperation as a mount, and even then, shantaks have a tendency to deliberately strand riders in dangerous areas.
Many shantaks have a strange and irrational fear of certain creatures, such as the faceless nightgaunts said to dwell in certain remote mountains, or specific types of harpies or gargoyles in more civilized regions. A shantak avoids confrontations with these types of creatures if possible.
A shantak's ability to travel the gulfs of space ensures that these scaly, bird-like creatures can be found on numerous worlds. Yet despite this unique ability, shantaks are generally quite reluctant to seek out new worlds unless faced with no other option, for a shantak knows well that an attempt to fly to an unknown world could easily result in being lost forever in the gulfs of space.
- HP
- 104 (11d10+44)
- AC
- 21, touch 11, flat-footed 18 (+3 Dex, +10 natural, -2 size)
- Speed
- 20 ft., fly 80 ft. (average)
- Init
- +3
- Melee
- bite +17 (2d6+8) 2 talons +17 (1d8+8 plus grab)
- Space
- 15 ft.
- Reach
- 15 ft.
- BAB
- +11
- CMB
- +21 (+25 grapple)
- CMD
- 34 (42 vs. grapple)
- Fort
- +11
- Ref
- +10
- Will
- +6
- Defensive Abilities
- slippery
- Racial Modifiers
- +8 Escape Artist
Share Defenses — As a free action, a shantak can extend its no breath ability and cold immunity to a single creature touching it. It can withdraw this protection as a free action.
Starflight — A shantak can survive in the void of outer space. It flies through space at an incredible speed. Although exact travel times vary, a trip within a single solar system should take 3d20 hours, while a trip beyond should take 3d20 days (or more, at the GM's discretion)—provided the shantak knows the way to its destination.
Awesome Blow, Flyby Attack, Hover, Improved Bull Rush, Power Attack, Wingover
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> 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.</p>
Escape Artist +11, Fly +13
- Type
- Magical Beast
- Alignment
- CE
- Size
- Huge
- Environment
- cold mountains
- Organization
- solitary, pair, or flock (3-12)
- Treasure
- none
- Senses
- darkvision 60 ft., low-light vision; Perception +3
- Languages
- Aklo
- Source
- Bestiary 2
-
Uses feat: Improved Bull Rush (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Power Attack (Feat)House/Core — covered by the site's Section 15.
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