Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Greater Possession
A hantu belian can use its possession innate spell to possess a creature for up to 1 hour rather than 1 minute. While possessing a creature, the hantu uses its own Acrobatics, Athletics, and Stealth modifiers unless those of the possessed creature are higher.
Ability
Occult Innate Spells
DC 30, attack +22; 7th possession; 6th heal; 4th remove curse; 3rd fear, remove disease; Cantrips (6th) daze, light, prestidigitation, telekinetic projectile
Ability
Unrest Aura
(emotion, enchantment, mental, occult) 30 feet. A creature that enters the emanation must attempt a DC 27 Will save. On a failure, the creature is confused until the end of its next turn (1 minute on a critical failure). During this confusion, the creature attempts to cause turmoil, using its actions to create disarray in its general vicinity by throwing around objects or scaring passersby. A creature that succeeds at its save is immune to all hantu belians' unrest auras for 1 hour. A hantu belian can suppress or resume the effects of this aura as an action, which has the concentrate trait.
Offense
Melee
Circumstance: combat round (melee)
claw +22 [+18/+14] (agile, finesse, magical), Damage 2d6+13 slashing
Trait
Beast
A creature similar to an animal but with an Intelligence modifier of -3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.
Trait
Hantu
Note from Nethys: no description was provided for this trait
Trait
Incorporeal
An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can't perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1. Corporeal creatures can pass through an incorporeal creature, but they can't end their movement in its space.
An incorporeal creature can't attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the ghost touch property rune. Likewise, a corporeal creature can't attempt Strength-based checks against incorporeal creatures or objects.
Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.
Trait
Spirit
Spirits are ephemeral creatures defined by their spiritual self and often lacking a physical form.
Immunity
death effects
disease
paralyzed
poison
precision
unconscious
Language
Common
Perception
darkvision
Resistance
all damage 10 (except force or ghost touch