Can Tak (“big god”) or Tak for short is an ancient evil entity that that has lived under the earth, near the vicinity of a mine called the China Pit.
Can Tak has minions called Can Tah (“little god”). They inhabit stone carvings of the lesser beasts: bats, coyotes, snakes, spiders, rats, and wolves. Touching any carving is enough to humans mad with hate or lust. Tak can command and summon any of these beings to defend him or attack his enemies.
Bodies inhabited by Tak slowly fall apart, coughing and sneezing blood.
Tak (CR 18, HD 5d12+1d6+10d6)
Half-Fiend Spirit (Possessing (Haunt)) Undead5/Smart Ordinary1/Shaman10
CE Medium Outsider (Incorporeal)
Init +8 Spd 30 or Fly, Good 30
Senses Darkvision (Ex): 60 ft., Listen +14, Spot +21
AC 23 (FF 19, Touch 17) plus Dodge
hp 69 (Disabled 0/Dying —/Injury –)
Saves: Fort +8, Ref +8, Will +14
Resistance: Turn (Ex): +4; Immunity: Reincarnate (Ex); Immunity: Critical hits (Ex); Immunity: Paralysis (Ex); Immunity: Ability Drain (Ex); Immunity: Stun (Ex); Immunity: Exhaustion (Ex); Immunity: Death Effects (Ex); Immunity: Sleep Effects (Ex); Immunity: Fatigue (Ex); Immunity: Fortitude Save-Based Attacks (Ex); Immunity: Nonlethal Damage (Ex); Immunity: Poison (Ex); Immunity: Mind-Affecting Attacks (Ex); Immunity: Disease (Ex); Immunity: Death from Massive Damage (Ex); Immunity: Energy Drain (Ex); Immunity: Ability Damage (Physical Scores); Immunity: Raise Dead (Ex)
Atk +13/+8 base melee, +13/+8 base ranged; Grapple +13;
+13 Melee (Corrupting Touch 1d6/crit 20/x2)
SA: Corrupting Touch (Su) , Spell-Like Abilities (Mage Hand, CL 16, 3/day) , Spell-Like Abilities (Daze, CL 16, 3/day) , Spell-Like Abilities (Cause Fear, CL 16, 1/day) , Spell-Like Abilities (Blur, CL 16, 1/day) , Spell-Like Abilities (Levitate, CL 16, 1/day) , Spell-Like Abilities (Displacement, CL 16, 1/day) , Spell-Like Abilities (Tongues, CL 16, 1/day)
SQ: Rejuvenation (Su), Natural Invisibility (Su), Imprisonment (Ex), Possession (Su), No Natural Healing (Ex),
Smart Ordinary Features: Defense Bonus (Class/Natural) (+5), Reputation Bonus +6, Shaman Features: Action Points (Total): 75, Defense Bonus (Class/Natural) (+5), Skill: Survival +2, Reputation Bonus +6, Animal Empathy, Woodland Stride, Bonus Feat (3), Brew Potion, Combat Casting, Command/Rebuke Magical Beasts, Spiritmeld 2/day;
Abilities: STR –, DEX 19, CON –, INT 19, WIS 15, CHA 16
Feats: Alertness, Attentive, Combat Casting, Confident, Deceptive, Dodge, Focused, Guide, Improved Initiative, Simple Weapon Proficiency, Track, Weapon Finesse: Corrupting Touch.
Skills: Balance +6, Bluff +14, Concentration +21, Diplomacy +26, Gamble +4, Handle Animal +22, Hide +12, Intimidate +16, Knowledge (Arcane Lore) +10, Knowledge (Earth and Life Sciences) +12, Knowledge (History) +13, Listen +14, Navigate +6, Ride +6, Search +21, Sense Motive +13, Spellcraft +25, Spot +21, Survival +15.
Shaman Spells Prepared (6/6/6/4/4/3): 0- Detect Magical Aura, Know Direction, Light, Resistance (x3) ; 1- (x2)Charm Animal, Entangle, Obscuring Mist, Pass without Trace, Speak with Animals ; 2-Animal Messenger, Animal Trance, Augury, Fog Cloud, Gust of Wind, Summon Vivilor II ; 3-Contagion, Dominate Animal (x2), Shadowmoth Plague ; 4-Crawling Carpet (x2), Divination, Summon Vivilor IV ; 5-Call Lightning Storm, Control Weather, Insect Plague.
Bonuses to Defense: Tak gains a deflection bonus to its Defense equal to its Charisma modifier (minimum +1).
Corrupting Touch (Su): When Tak hits a living target with its incorporeal touch attack deals 1d6 points of damage. Tak adds its Dexterity modifier to the attack roll.
Invisibility (Ex): Tak is naturally invisible but may be detected by spells that detect or reveal invisible creatures and objects. Tak may reveal itself willingly, but normally does so only during the night.
Rejuvenation (Su): In most cases, it’s difficult to destroy Tak through simple combat; the “destroyed” spirit will often restore itself in 2d4 days. As a rule, the only way to get rid of Tak forever is to find its source (an underground altar) and detsroy it.
Turn Resistance (Ex): Tak has +4 turn resistance. If Tak is turned but cannot flee, it is instead destroyed. However, it may still rejuvenate (see above).
Imprisonment (Ex): Tak is bound to certain geographical areas tied to places of worship, with a range of a few miles.
Darkvision (Ex): Tak can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Tak can function with no light at all.
Skill Bonuses: Tak receives a +8 species bonus on Hide, Listen, Search, and Spot checks.
Possession (Su): Once per round, as an attack action, Tak can merge with a living creature and seize control of its body. To use this ability, Tak must first enter the target’s fighting space; doing so does not provoke attacks of opportunity. The target can resist Tak’s attempt at possession with a successful Will save (DC 10 + spirit’s Hit Dice + spirit’s Charisma modifier). If the save succeeds, Tak is rebuffed and pushed into an adjacent square. A target that successfully saves cannot be possessed by Tak for one day, and Tak cannot again enter the target’s fighting space during that time. If the save fails, Tak vanishes into the target’s body and takes control of it. A possessed creature gains Tak’s Intelligence, Wisdom, Charisma, base attack bonus, base save bonuses, allegiances, skills, and feats. The possessed creature retains its Strength, Dexterity, Constitution, type, hit points, massive damage threshold, grapple check modifier, fighting space, reach, Reputation bonus, and extraordinary abilities. It loses access to any spell-like abilities, supernatural abilities, action points, and mental abilities (including prepared spells and knowledge gained from life experiences). While possessing a host creature, Tak loses its supernatural or extraordinary abilities except for its turn resistance. The possessed creature’s original spirit instantly reinstates itself if the Tak is turned, destroyed, or otherwise dislodged from its host. Tak can leave its host as a free action, if it so chooses. Any attack that deals massive damage on the host’s body allows the host another Will save to oust Tak and regain control of its body (whether or not the massive damage Fortitude save succeeds).
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