Shantak

Larger than an elephant, this scaly, bird-like creature has a vaguely horse-like head and vast, slime-encrusted wings.

CR: 8 XP: 4,800


CE Huge magical beast


Init: +3 Senses: darkvision 60 ft., low-light vision Perception: +3


Defense

AC: 21, touch 11, flat-footed 18 (+3 Dex, +10 natural, –2 size)


hp: 104 (11d10+44)


Fort: +11 Ref: +10 Will: +6


Defensive Abilities: slippery


Immune: cold, disease


Offense

Speed: 20 ft., fly 80 ft. (average)


Melee: bite +17 (2d6+8) 2 talons +17 (1d8+8 plus grab)


Space: 15 ft. Reach: 15 ft.


Statistics

Str: 26 Dex: 17 Con: 19 Int: 8 Wis: 17 Cha: 10


Base Atk: +11 CMB: +21 (+25 grapple) CMD: 34 (42 vs. grapple)


Feats: Awesome Blow, Flyby Attack, Hover, Improved Bull Rush, Power Attack, Wingover


Skills: Escape Artist +11, Fly +13, Racial Modifiers +8 Escape Artist


SQ: no breath, share defenses, starflight


Languages: Aklo


Ecology

Environment: cold mountains


Organization: solitary, pair, or flock (3–12)


Treasure: none


Description

Share Defenses (Su) 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.

Slippery (Ex) A shantak’s scales seep slippery slime.

This grants the creature a +8 bonus on all Escape Artist checks and to its CMD against grapples, and imparts a –5 penalty on all Ride checks made by creatures attempting to ride a shantak.

Starflight (Su) 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. 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. 5303 9

Source: Pathfinder Roleplaying Game Bestiary 2