Mythic Shantak

Mythic Shantak CR 10/MR 4

XP 9,600
CE Huge magical beast (mythic, mythos)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +3

DEFENSE

AC 29, touch 15, flat-footed 26 (+4 deflection, +3 Dex, +4 deflection, +140 natural, –2 size)
hp 155 (11d10+95)
Fort +12, Ref +10, Will +6; second save
Defensive Abilities slippery slime; DR 10/epic; Immune cold, disease, fire

OFFENSE

Speed 20 ft., fly 80 ft. (average)
Melee bite +18 (2d6+9), 2 talons +18 (1d8+9/18–20 plus grab)
Space 15 ft.; Reach 15 ft.
Special Attacks channel the void (DC 20), deadly talons, disemboweling flyby (DC 24), mythic power (4/day, surge +1d8)

STATISTICS

Str 28, Dex 17, Con 21, Int 8, Wis 17, Cha 10
Base Atk +11; CMB +22 (+26 bull rush, +26 grapple); CMD 35 (39 vs. bull rush, 43 vs. grapple)
Feats Awesome Blow, Flyby Attack, Hover, Improved Bull Rush, Power Attack, Snatch B, Wingover
Skills Escape Artist +11, Fly +13, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge (planes) +6; Racial Modifiers +8 Escape Artist
Languages Aklo
SQ no breath, share defenses, starflight

SPECIAL ABILITIES

Deadly Talons (Ex)

A mythic shantak’s talons have a critical threat range of 18-20, and critical threats with its talons are automatically confirmed against non-mythic opponents.

Channel the Void (Su)

Once per minute as a standard action, a mythic shantak can channel the obliterating energy of the darkest depths of deep space and surround itself in a region of absolute nothingness that is inimical to most creatures.

All creatures within 30 feet of the mythic shantak take 4d6 points of damage and must succeed on a DC 20 Fortitude save or become staggered and unable to breathe, speak, or cast spells with verbal components for 1d4 rounds. Creatures that can survive the vacuum of deep space are immune to these effects. Additionally, when using this ability a mythic shantak can expend one use of mythic power as a swift action to force creatures to save twice against this ability, using the lower result. The save DC is Constitution-based.

Disemboweling Flyby (Ex)

When in flight, a mythic shantak can attack with both talons as a single standard action when using the Flyby Attack feat. If it damages the same creature with both of its talons in the same round, it can expend one use of mythic power as a free action to deal an additional 2d8+18 points of damage and 1d4 points of bleed damage (if either talon attack is a critical hit, this bleed damage becomes Constitution bleed rather than hit point damage). Additionally, the mythic shantak’s victim must succeed on a DC 24 Fortitude save or be stunned for 1d3 rounds. The save DC is Strength-based.

Share Defenses (Su)

As a free action, a mythic shantak can extend its no breath ability, cold immunity, and fire immunity to a single creature touching it. It can withdraw this protection as a free action.

Slippery Slime (Ex)

A mythic shantak’s scales seep slippery slime that grants it a +4 deflection bonus to AC. The slime also grants the creature a +8 bonus on all Escape Artist checks and to its CMD against grapple combat maneuvers and imparts a –5 penalty on all Ride checks made by creatures attempting to ride a shantak. Additionally, once per minute as a standard action that does not provoke an attack of opportunity, a mythic shantak can shake itself and fill a 30-by-30-foot area with slippery slime. Any creature in the area must succeed on a DC 20 Reflex save or fall prone. A creature can walk within or through the area of slime at half normal speed with a DC 15 Acrobatics check. Failure means it can’t move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details).

Creatures that do not move on their turn do not need to make this check and are not considered flat-footed. The save DC is Constitution-based.

Starflight (Su)

A mythic 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.

ABOUT

Environment cold mountains
Organization solitary, pair, or flock (1 mythic shantak and 2–12 non–mythic shantaks)
Treasure none

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

Shantaks are immense scaly, bird-like creatures with a vaguely horse-like head and vast, slime-encrusted wings.

A shantak’s ability to travel the gulfs of space ensures that these fanged fliers 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.

Shantak myrmidons are the deadliest of their ilk, lacking the strange phobias that sometimes cripple their lesser kin and often entering into alliance with creatures able to impress them with their power, bearing messages and passengers for them through the endless void.

Section 15: Copyright Notice

Mythos Monsters (PF1) © 2022, Legendary Games; Authors Jason Nelson, Jim Groves, Jonathan Keith, Tom Phillips, Alistair J. Rigg, and Greg A. Vaughan

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