A Abaasy 7, Agharrma , Agta, Akaname, Ame-Onna (Storm Hag), Aoandon, Asura, Asura, Adhukait 7, Asura, Aghasura 11, Asura, Andhaka 15, Asura, Asurendra 20, Asura, Tripurasura 2, Asura, Upasunda 9, Aswang, Ayakashi 19, Azuki Arai 3,
K Kaiju , Kaiju, Agyra, Kaiju, Bezravnis, Kaiju, Mogaru, Kamaitachi, Kami, Kami Binbogami, Kami Dorotabo, Kami, Jinushigami, Kami Jakotsubaba, Kami Kerakera-onna, Kami-kiri, Kami Kodama, Kami Shikigami, Kami, Toshigami, Kami, Zuishin, Kappa, Keukegen, Kiseichuu Yuurei, Kitsune, Koshi Serpent,
[A double-header this time, as both a yokai and a bogey. Although there are claims of similar attacks occurring in the Edo period, the kuchisake-onna is a thoroughly modern monster, having been first recorded in the 1970s]
Taken from Creature Codex
This human woman would be staggeringly beautiful if not for her mouth: torn open at both edges with many, many sharp teeth.
Kuchisake-onna, or “slit-mouthed women”, are a physical manifestation of the human fear of strangers. They have no existence beyond killing, maiming and striking terror into communities, and seemingly appear out of nowhere when a city is in crisis. The modus operandi of a kuchisake-onna is typically to disguise themselves as a human, which is as easy as covering their hideous mouths with a mask or cloth, then asking random people if they are beautiful. Regardless whether the mark answers yes or no, mayhem and murder are likely to follow as the kuchisake-onna reveals her deformity and attacks with her teeth and wickedly sharp scissors. Some victims are slain outright—others are left with trademark wounds mimicking a kuchisake-onna’s mouth. The persecutions of harmless vagrants and recriminations within the community that follow these attacks are bread and butter to the malicious fey.
The origins of kuchisake-onna are mysterious—some claim that they were originally nymphs or other goodly fey corrupted by the encroachment of civilization, or the children of a bogeyman lord, or the spirits of murdered women reborn for revenge. Most kuchisake-onna are female, but male versions, or kuchisake-otoko, are not unheard of. These tend to be more common in areas where men, rather than women, lack personal autonomy and power, the better to strike victims with surprise. Oddly, even kuchisake-onna preying on non-human communities appear as humans—there they sow suspicion against outsiders rather than the strangers in one’s midst.
Despite their predatory cunning, kuchisake-onna are themselves somewhat weak-minded and gullible for fey—even children have been known to outwit a kuchisake-onna with a clever answer to her questions or with a ruse. Most kuchisake-onna are solitary, but they may work cooperatively in especially vulnerable cities or under the direction of a powerful evil fey.
Kuchisake-Onna CR 6
CE Medium fey
Init +5; Senses low-light vision, Perception +14
Aura frightful presence (30 ft., DC 19)
AC 17, touch 16, flat-footed 11 (+1 natural, +5 Dex, +1 dodge)
hp 60 (11d6+22)
Fort +5, Ref +12, Will +7
DR 5/cold iron; SR 17
Weakness mirror of humanity
Speed 40 ft.
Melee masterwork combat shears +13 (1d6+2/19-20×3), bite +7 (1d8+1) or bite +12 (1d8+2)
Special Attacks disfiguring strike, sneak attack +4d6
Base Atk +5; CMB +7; CMD 23
Str 15, Dex 20, Con 14, Int 15, Wis 11, Cha 18
Feats Combat Expertise, Deceitful, Dodge, Improved Feint, Nimble Moves, Weapon Finesse
Skills Acrobatics +19 (+21 when jumping), Bluff +22, Disguise +22, Escape Artist +19, Knowledge (local) +16, Perception +14, Sense Motive +6, Stealth +19; Racial Modifiers -8 Sense Motive
SQ mirror of humanity
Organization solitary, pair, pack (3-6) or nightmare (1-6 plus 1 bogeyman)
Treasure standard plus masterwork combat shears
Disfiguring Strike (Ex) A kuchisake-onna deals a number of points of Charisma damage equal to her sneak attack dice when she deals sneak attack damage. A successful DC 17 Fortitude save reduces this to 1 point of Charisma damage. On a critical hit, the Charisma damage is drain instead. The save DC is Strength-based.
Mirror of Humanity (Ex) A kuchisake-onna takes no penalties for disguising herself as human and can use magic items as if she were a human. She is treated as both human and fey for the purposes of all spell effects and other abilities based on creature type, such as a ranger’s favored enemy bonus.
New Weapon—Combat Shears
Light melee exotic weapon; 10 gp; dmg 1d4 (Small)/ 1d6 (Medium); critical 19-20×3; damage slashing and piercing.
Image from the Hyakki Zukan by Sawaki Suushi. Accessed from Wikipedia here
[This is the first monster I’ve statted up using rules from Pathfinder’s Occult Adventures supplement. So, of course, I had to use material from one of the most complicated classes in that text. Hopefully I didn’t screw it up.
The ritual to create an inugami detailed here is a legitimate one, being the traditional black magic tradition to create a powerful familiar in Japanese occultism. It’s also really gruesome and cruel. So trigger warning if that’s something that makes you uncomfortable]
Taken from Creature Codex
If not for its elaborate robes and peaked cap, this creature would resemble an ordinary dog. Talismans, divination tools and other occult accouterments hang from cords along its body.
Although they are sometimes referred to as “familiar spirits”, inugami are far more powerful and esoteric creatures than a mere familiar. Created by a gruesome occult ritual, these undead dog-like creatures are capable assistants and repositories of arcane lore.
Inugami are loyal to their creator, and frequently are passed between generations of a family for decades or even centuries. Families that host an inugami have notably superior luck to their rivals, seeming to have preternatural knowledge of local affairs and business opportunity, and madness or ill fate besieging their enemies. Although an inugami typically serves its hosts, they do not obey a master who did not create them unquestioningly, and a cruel or ungrateful master may be abandoned or murdered by the undead.
An inugami is the size of a mid-sized dog, but it is naturally headless. The head of the animal it was created from remains in a specially desecrated shrine devoted to keeping the inugami intact—the inugami’s head is an ectoplasmic construct projected from within the creature. This ectoplasmic head can extend from its shoulders on a tether, giving it frightening reach with its bite attack. An inugami cannot change its shape, but frequently uses illusions to appear as a normal dog, a child or halfling, or even a werewolf-like creature depending on the needs of its mission.
Creating an Inugami
In order to create an inugami, a dog must first be buried up to its neck in full sight of food and water. Just before the dog starves, it must be decapitated and its head buried at the crossroads for no less than a full month. The head is then dug up, lacquered and baked and enshrined in a secret place within the home. These elaborate steps can be averted with a create undead spell at caster level 17th, but the caster must be capable of casting psychic spells or have the Psychic Sensitivity feat.
Inugami CR 8
NE Small undead
Init +5; Senses darkvision 60 ft., low-light vision, Perception +17, scent
AC 22, touch 18, flat-footed 17 (+1 size, +5 Dex, +4 natural, +3 insight)
hp 85 (10d8+40); fast healing 3
Fort +9, Ref +10, Will +12
Defensive Abilities fated, rejuvenation
Speed 40 ft.
Melee bite +12 (1d4+1 plus shadow bite)
Space 5ft.; Reach 5 ft. (10 ft. with bite)
Special Abilities dog-ridden
Abjuration (amulet, 4 points)—Resonant warding talisman (+2)
Divination (planchette, 3 points)—Resonant third eye (+1, low-light vision)
Enchantment (crown, 2 points)—Resonant glorious presence (+1)
Necromancy (robe, 1 points)—Resonant necromantic focus (+2 HD)
Occultist Spells Known CL 7th, concentration +10 (+14 casting defensively)
3rd (2/day)—bestow curse (DC 16), clairaudience/clairvoyance, dispel magic, suggestion (DC 17)
2nd (4/day)—analyze aura*, false life, inflict pain (DC 16), resist energy
1st (5/day)—charm person (DC 15), comprehend languages, inflict light wounds (DC 14), shield
0th—daze (DC 14), detect magic, resistance, touch of fatigue (DC 13)
Spell-like Abilities CL 10th, concentration +14 (+18 casting defensively)
At will—veil (DC 22, self only)
1/day—animate dead, gaseous form, greater possession* (DC 22)
1/week—contact other plane
Str 13, Dex 20, Con -, Int 16, Wis 17, Cha 18
Base Atk +7; CMB +7; CMD 25
Feats Combat Casting, Combat Reflexes, Deceitful, Spell Focus (enchantment), Weapon Finesse
Skills Bluff +19, Disguise +22, Knowledge (arcana) +16, Knowledge (planes) +16, Perception +17, Sense Motive +16, Stealth +22
Languages Abyssal, Common, Infernal
Dog-ridden (Su) A creature affected by the greater possession spell-like ability of an inugami takes 1d4 points of Wisdom damage every hour it remains possessed. If a dog-ridden creature is reduced to 0 Wisdom, it gains a random insanity (see Pathfinder Roleplaying Game Gamemastery Guide)
Fated (Su) An inugami gains an insight bonus to AC and to CMD equal to its Wisdom modifier.
Rejuvenation (Su) A inugami is not permanently destroyed in combat—it reforms within its shrine within 2d4 days. The only way to permanently destroy an inugami is to destroy its shrine. Such objects typically have hardness 5 and 10 hp. An inugami is not destroyed if its shrine is destroyed, but it can no longer rejuvenate.
Shadow Bite (Su) The bite attack of an inugami deals an extra 5d6 points of force damage. In addition, any creature bitten by an inugami must succeed a DC 19 Fortitude save or take 1d4 Str damage. The save DC is Charisma based. This is a negative energy and force effect.
Spells An inugami casts spells as a 7th level occultist. It gains implements as an occultist of its caster level and can use the resonant powers of the implements it chooses, but gains no focus powers or other occultist class abilities.
Image by Shigeru Mizuki
[In looking up this entry from my original posting, I discovered that I’d been accidentally referring to legendary yokaiologist and manga-ka Shigeru Mizuki as “ Migeru Shizuki”. Whoops.
Incidentally, this is the second cloth monster posted in a week, of a different type than the first. I’ve also got one kicking around my hard drive as an elemental, believe it or not.]
Taken from Creature Codex
Writhing through the air like an immense serpent, this length of cloth bears a leering impression of a human face at its end.
Ittan-momen are among the most dangerous of the tsukumogami, for they approach humanoids with malice rather than mischief. Created from bolts of fabric that remained unused due to tragedy and loss, ittan-momen take their bitterness on the world out on randomly selected victims. Although most ittan-momen lurk in the ruins of abandoned houses and shops, they will leave their haunts in order to fly through the streets in order to prey on passers-by. Ittan-momen do not cooperate with each other, but tailor shops or mansions may be host to a number of these murderous entities.
In combat, ittan-momen use their mobility and flight to harass and debilitate their opponents. Ittan-momen are so long and flexible that they can strangle and constrict one foe while simultaneously lashing out at potential rescuers. An ittan-momen measures thirty feet long and weighs about half a ton.
Most ittan-momen are made from bolts of linen cloth, but some fabrics grant their ittan-momen additional abilities. Silken ittan-momen have the advanced simple template, lose their fire vulnerability and fly with good maneuverability. Wool ittan-momen fly with poor maneuverability, but creatures constricted by a woolen ittan-momen must succeed on a DC 17 Fortitude save or be sickened for 1 minute by itching.
Ittan-Momen CR 7
CE Large construct (tsukumogami)
Init +4; Senses darkvision 60 ft., Perception +0
AC 17, touch 17, flat-footed 13 (-1 size, +4 Dexterity, +1 dodge, +3 deflection)
hp 106 (9d10+57)
Fort +3, Ref +9, Will +3
DR 10/slashing and magic
Defensive Abilities haunted, soul-powered; Immune construct traits; Vulnerable fire
Speed 30 ft., fly 40 ft. (average)
Melee slam +13 (3d6+7 plus grab)
Space 10 ft.; Reach 10 ft.
Special Abilities constrict 3d6+7, swift grapple, strangle
Str 20, Dex 18, Con —, Int 3, Wis 11, Cha 16
Base Atk +9; CMB +15 (+19 grapple); CMD 29
Feats Dodge, Flyby Attack, Hover, Lightning Reflexes, Mobility
Skills Fly +12
Languages Common (cannot speak)
SQ improved compression
Organization solitary, pair or cluster (3-8)
Improved Compression (Ex) An ittan-momen can move through an area equal in size to one eighth its space without squeezing, or one sixteenth its space when squeezing.
Swift Grapple (Ex) An ittan-momen can maintain a grapple as a swift action once per round, allowing it to attack opponents while grappling.
[A few weeks ago, I finally read Bernard Heuvelmans’ On the Track of Unknown Animals, one of the foundational texts of cryptozoology. I was immediately struck by how racist it was. The entire book consists of Heuvelmans arguing that since “primitive people have a lack of imagination”, that various folkloric entities must be based on real creatures. But any supernatural or otherwise clearly folkloric elements must be the imagination of the people who told the stories, so he has to explain them away. Yes, the hypocrisy is that blatant.
Which is a long introduction to the idea that the lau is a Sudanese tentacled dragon-snake that kills whoever it looks at, but clearly it’s really an electric catfish if you let Heuvelmans whitesplain it to you. This version takes inspiration from both the decidedly folkloric and pseudoscientific versions of the story.]
Taken from Creature Codex
An immense creature hauls itself from the water, resembling a cross between an eel and a dragon. A mane of tentacles grows from its head and neck. Stubby, hooked appendages grow along the length of its body.
A lau is an immense and aberrant predator native to the most remote marshes and underground lakes. These beasts prefer freshwater, but may occasionally be seen in brackish estuaries or salt marshes. Laus are carnivores with unusually delicate digestion—they can only process meat that is thoroughly decomposed. A lau’s gaze imposes this condition, rotting flesh away in seconds into a foul suppurating mass—a lau that kills a victim without its gaze having an effect will stash the carcass for extended periods of time in order to achieve the same effect. Laus are frequently wasteful hunters—using their gaze to sicken and blight entire herds of livestock or villages of people and only taking a few bodies for food.
As lau have no immunity to their own gaze attack, they are solitary and reclusive creatures that come together only to mate—such events are fraught with challenge, as the two enormous beasts court while averting their gaze. This strange sight has led to rumors that eye contact with anyone or anything will kill or wound a lau. This rumor has led to the deaths of many brave and foolhardy souls.
The origins of laus are unknown, but their magical physiology and weird powers suggest that they are not natural creatures. Some sages hypothesize that they are the creations of daemons, as they spread famine and death wherever they go. The average lau is twenty-five feet long and as thick as a man’s torso, but rumors of laus twice as long and as thick as a house are not unheard of.
Lau CR 14
NE Huge aberration (aquatic)
Init +7; Senses blindsense 60 ft., darkvision 60 ft., Perception +23, scent
AC 28, touch 13, flat-footed 23 (-2 size, +5 Dex, +15 natural)
hp 195 (17d8+119), fast healing 5
Fort +15, Ref +12, Will +13
Immune curses, disease, poison; Resist electricity 20
Speed 30 ft., swim 80 ft., burrow 20 ft.
Melee bite +21 (4d6+11 plus dispelling and grab/19-20×2) and 4 tentacles +19 (1d6+5 plus 2d6 electricity plus stagger)
Space 15 ft.; Reach 15 ft.
Special Attacks constrict (2d6+16), rake (4 claws +21, 1d8+11), rotting gaze
Str 33, Dex 21, Con 25, Int 8, Wis 16, Cha 20
Base Atk +12; CMB +25 (+29 grapple); CMD 45 (51 vs. trip)
Feats Blind-fight, Combat Reflexes, Defensive Combat Training,Great Fortitude, Improved Critical (bite), Improved Initiative, Lightning Reflexes, Multiattack, Power Attack
Skills Intimidate +15, Perception +23, Stealth +17, Survival +16, Swim +19
Environment warm and temperate marshes and underground
Organization solitary or pair
Dispelling Bite (Su) On a successful bite attack, a lau can attempt to dispel magical effects on its target, acting as a greater dispel magic spell (CL 17th).
Rotting Gaze (Su) 1d6 Con drain, 30 ft., Fortitude DC 23 negates. The save DC is Charisma based.
Stagger (Ex) A creature that takes electricity damage from a lau’s tentacles must succeed a DC 25 Fortitude save or be staggered for 1d3 rounds. Multiple hits extend the duration. The save DC is Constitution based.
[The nittaewo from Sri Lanka is another creature that Heuvelmans tried hard to strip the more folkloric elements from in order to claim it was a real organism. If you’re looking to add a Heuvelmans-esque australopithecine to your games, use the orang-pendak. If you want an awful little monkey-man, use this.]
Taken from Creature Codex
This small humanoid is covered in reddish fur and holds its long arms above its head. It screeches at you, bearing oversized talons.
The nittaewo are dwarfish creatures that combine features of man and apes, particularly gibbons. Although many of these ape-men, such as yeti and sasquatch, are peaceable and retiring, nittaewo are violent carnivores with a taste for intelligent, terrified meat. They are highly sociable creatures in their own way, living in large colonies led by the strongest and most cunning of their ilk. These elite nittaewo are usually clerics, commanding respect through their mastery of sinister magic and worshiping evil gods or demon lords.
Nittaewo have little material culture to speak of—they have mastered fire, which they use to light caves, cook meat and commit arson attacks. They do not use weapons, preferring their disproportionately huge talons, but covet armor and seek it out through raiding when possible. Their tribes live in scattered shelters made in trees, cliffs and caves. They will, however, steal the dwellings of other peoples if possible. Nittaewo attacks are typically conducted in numbers—gangs of nittaewo will first stalk prey silently, and then descend as a shrieking horde.
A nittaewo stands about three feet tall, with arms nearly that long, and weighs about 100 pounds. Male and female nittaewo do not differ dramatically in appearance, like their gibbon forbears.
Nittaewo CR ½
CE Small monstrous humanoid
Init +2; Senses low-light vision, Perception +5
AC 14, touch 13, flat-footed 12 (+1 size, +2 Dex, +1 natural)
hp 6 (1d10+1)
Fort +1, Ref +4, Will +3
Speed 30 ft., climb 30 ft.
Melee 2 claws +2 (1d6)
Special Attacks gang up, shrieking rend
Str 11, Dex 15, Con 12, Int 8, Wis 13, Cha 10
Base Atk +1; CMB +0; CMD 12
Feats Skill Focus (Intimidate)
Skills Climb +8, Intimidate +7, Perception +5, Stealth +10
SQ fearsome mien
Environment warm forest and hills
Organization solitary, pair, band (3-6 plus 1 1st-3rd level barbarian) or tribe (12-48 plus 1 1st-3rd level barbarian per 6 individuals and 1 3rd-5th level cleric)
Fearsome Mien (Ex) A nittaewo does not suffer a penalty to intimidate creatures larger than it.
Gang Up (Ex) A nittaewo gains a +2 morale bonus on attack and damage rolls if it is attacking an opponent adjacent to another nittaewo.
Shrieking Rend (Ex) A nittaewo that hits a foe with both claw attacks may make an Intimidate check to demoralize its opponent as a free action.
Oni, Oni,Ama-no-jaku, Oni-Bi, Oni,Earth Yai, Oni,Fire Yai, Oni,Hitotsu, Oni,
Ice Yai, Oni,Kijo, Oni,
Kuwa, OniMage, Oni,
Nogitsune, Oni, Sazae-oni, Oni,
Spirit Oni, Oni,
Void Yai, Oni, Ushi-Oni, , Oni,
Water Yai, Oni,
Yamabushi Tengu, Okubi, Orangutan, Oseichu
Sagari , Samebito, Samsaran, Satori, Sha
Wùjìng, Shinigami, Shi-Shi, Tsukumogami Shogoro , Shojo, Siyokoy, Snake
Constrictor , Snake
Giant constrictor, Snake
Viper, Suiko, Sun
Wukong (Monkey King), Swarm
Bat, Swarm, Centipede, Swarm
Locust, Swarm Mosquito, Swarm
Sikari Macaque, Swarm
Snake , Swarm
Snake , Venemous,
Tengu , Terra-cotta Archer, Terra-cotta Horseman, Terra-cotta Soldier, Todomeki, Tesso, Tigbalan, ,Titanoboa,Giant (Bashe), Tsuchigumo, , Tiangou, Tiger, Toad Spined, Tsuchinoko, Tsukumogami , Tsukumogami Bake-Zori, Tsukumogami, Biwa-bokuboku, Tsukumogami, Chōchin-obake, Tsukumogami Eri-tate-goromo Tsukumogami, Ittan-Momen , Tsukumogami Kasa-obake,
Image © by Traci Shepard, from the Critter Compendium
Taken from Creature Codex
A straw coat picks itself up, shaping into a shroud for an invisible humanoid figure. Its arms and legs are composed of leather and cloth straps, and luminous eyes glow from beneath its hood.
Although most tsukumogami congregate in urban areas, befitting their status as abandoned items given life and sapience, there are some that are more common in rural habitats. The minowaraji is one of these—these creatures form from abandoned raincoats and are thus common to decrepit farms and other places where the poor labor exposed to the elements. Minowaraji seem imbued with a desire to conduct labor, and thus mime chores and tasks in their domains. Left to their own devices, they may stack stones to build endless walls, chop wood until an entire forest is felled or sow and plant weeds in lieu of crops.
Despite their spooky appearances, minowaraji are generally harmless, and may even be useful to laborers as able assistants. They will fight to defend themselves, especially if someone tries to interrupt their work. Their own limbs are incapable of inflicting any injury worse than a weak slap, but they are adept at using farm implements as makeshift polearms. A minowaraji stands about three feet tall and weighs only fifteen pounds.
Minowaraji CR ½
N Small construct (tsukumogami)
Init +5; Senses darkvision 60 ft., Perception +0
AC 12, flat-footed 11, touch 11 (+1 size, +1 Dex)
hp 13 (2d10+2)
Fort +0, Ref +1, Will +0
Defensive Abilities soul powered
Weakness fragile, haunted, vulnerable to fire
Speed 30 ft.
Melee pitchfork +3 (1d6-1)
Str 9, Dex 13, Con -, Int 6, Wis 10, Cha 13
Base Atk +2; CMB +0; CMD 11
Feats Catch Off Guard (B), Improved Initiative
Skills Profession (farmer) +2
Languages Common (cannot speak)
SQ memory of labor
Environment temperate plains or urban
Organization solitary, pair or wardrobe (3-12)
Fragile (Ex) Unlike other constructs, a minowaraji does not gain bonus hit points based on its size.
Memory of Labor (Ex) A minowaraji can use tools and weapons as if it were one size category larger than it actually is. In addition, its carrying capacity is doubled.
“Sketch of Bat Harpy” © Johanna André, accessed at her deviantArt page here
[Man, Philippine mythology has a lot of winged vampire creatures. As opposed to the manananggal, which is in PFRPG, I wanted to make the wakwak a harpy-like monster as opposed to another undead.]
This hideous creature has the head of a leering old woman growing from the body of a great furry bat. Its legs are tipped with sharp claws and a long tongue whips from between its slavering jaws. Its wings have a razor-sharp edge, stained brown with dried blood.
Wakwaks are horrific vampiric beasts native to jungles. Unlike many such blood-drinkers, wakwaks are vicious fighters and are as likely to outright kill a victim as they are to leave them drained but alive. Although wakwaks can suck the blood from victims delicately, they are every bit as eager to lick up the leavings of a gore-soaked corpse. Their favorite food is a still-beating humanoid heart, and such victuals give these creatures an unnatural vitality.
Male wakwaks do exist, although they are very rare; about ten females exist for every male. Mating rights are the subject of brutal fights between females that often leave multiple wakwaks dead. Wakwaks are poor parents, leaving their children on their own shortly after birth. Even baby wakwaks have shapeshifting powers, however, and juveniles typically live out their lives disguised as bats until they are strong enough to tackle large prey.
A wakwak stands about three feet tall and weighs 40 pounds. Their wingspan stretches out to ten feet. They are clumsy on the ground, scrabbling on their wings and feet like a bat, but are very maneuverable in the air. Nocturnal, they typically sleep in high trees during the day while transformed into a bat.
Wakwak CR 5
CE Medium magical beast
Init +4; Senses darkvision 60 ft., Perception +6, scent
AC 17, touch 15, flat-footed 12 (+4 Dex, +1 dodge, +2 natural)
hp 51 (6d10+18)
Fort +8, Ref +9, Will +3; evasion
Speed 20 ft., fly 40 ft. (good)
Melee bite +8 (1d4+2 plus grab), 2 claws +8 (1d6+2), 2 wings +6 (1d6+1 plus bleed)
Special Attacks bleed (1d6), blood drain (1d3 Con), eat heart, grab
Str 15, Dex 18, Con 16, Int 7, Wis 13, Cha 14
Base Atk +6; CMB +8 (+12 grapple); CMD 23
Feats Dodge, Hover, Multiattack
Skills Fly +12, Perception +6, Stealth +9
SQ change shape (fruit bat (as hawk) or dire bat, beast shape II),soundwarp
Environment warm forests
Organization solitary, pair or flock (3-6)
Eat Heart (Su) A wakwak can eat the heart of a foe that it slays with a coup de grace effect. If it does so, it gains the benefits of a false life spell (CL 6th) and gains a +2 enhancement bonus to Strength and Dexterity that lasts for 10 minutes.
Soundwarp (Su) The distance penalties for Perception checks used to detect a wakwak are reversed within 100 feet. Thus, a creature 100 feet away from a wakwak may make Perception checks against it at no penalty, but a creature 10 feet or closer to a wakwak take a -10 penalty on their Perception checks.