The Kachinawea is a guardian spirit dedicated to protecting Native American lands. When manifesting, it appears as a ferocious black wolf with red eyes and glittering white teeth.
As foes of developers and any who would oppress Native American lands, they are unstoppable. Kachinawea will attack anything they view as a threat, including heavy artillery and even helicopters. Only one of Native American blood can defeat the beast permanently.
Kachinawea (CR 8, HD 18d6+54)
N Large Fey (Incorporeal,Animal,Augmented)
Init +6 Spd 50
Senses Scent (Ex); Low-light Vision (Ex); | Listen +15, Spot +15
AC 16 (FF 14, Touch 13)
hp 117 (Disabled -3/Dying -17/Injury 17)
Saves: Fort +14, Ref +13, Will +16
Atk +19/+14/+9 base melee, +14/+9/+4 base ranged; Grapple +24; Face 10’x10′;
+20 Melee (Bite 1d8+10/crit 20/x2);
SA: Trip (Ex) , Manifestation (Su)
SQ: Subtype: Incorporeal
Abilities STR 25, DEX 15, CON 17, INT 2, WIS 16, CHA 14
Feats: Alertness, Improved Initiative, Iron Will, Power Attack, Run, Stealthy, Track, Weapon Focus: Bite.
Skills: Hide + 12, Jump + 15, Listen + 15, Move Silently + 10, Search + 0, Spot + 15, Survival + 6.
Trip (Ex): A Kachinawea that hits with a bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the Kachinawea.
Incorporeal Traits: A Kachinawea is harmed only by other incorporeal creatures, magic weapons, spells, spell-like abilities, and supernatural abilities. It has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. It can pass through solid objects, but not force effects, at will. Its attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against it. A Kachinawea always moves silently and cannot be heard with Listen checks if it doesn’t wish to be.
Manifestation (Su): A Kachinawea dwells on the Ethereal Plane. As an ethereal creature, it cannot affect or be affected by anything in the material world. When a Kachinawea manifests (usually at the request of a powerful spellcaster), it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested Kachinawea can strike with its natural attacks (see above); these attacks deal nonlethal damage to physical creatures. A manifested Kachinawea remains partially on the Ethereal Plane, where is it not incorporeal. A manifested Kachinawea can be attacked by opponents on either the Material or Ethereal planes. A Kachinawea’s incorporeality helps protect it from foes on the Material Plane, but not against foes on the Ethereal Plane.
Rejuvenation (Su): A destroyed Kachinawea will restore itself in 2d4 rounds. Even the most powerful spells are usually only temporary solutions. A Kachinawea that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + 18) against DC 16. It can only be permanently defeated by a certain ghost touch totem weapon wielded by one of Native American blood.