Shantak — Void-Borne Nightmare Mount

A huge scaly shantak with vast bat-like wings and a long horse-like head flying above a barren moonlit mountain range.

A huge, slimy-winged predator of the Dreamlands that can carry riders through the upper air and across the gulfs between worlds.

The Shantak is a monstrous flying beast with a long horse-like head, leathery wings, slick scales and enough intelligence to resent anyone who mistakes it for an ordinary mount. Shantaks roam cold mountains and alien skies, survive without air, and can cross enormous distances through the void when they know the route.

At a Glance

IdentityVoid-capable flying predator and dangerous intelligent mount.
Size & typeHuge Monstrosity in the modern compatibility rules; Huge Magical Beast in PF1e and 3.5e.
TemperamentCruel, stubborn, cunning and resentful of poor riders.
Combat roleFast aerial grappler that snatches prey and controls altitude.
Signature powersStarflight, no-breath physiology, slippery hide and rider protection.
AssociationsFrequently used as mounts by moon-beasts and other Dreamlands powers.
HabitatCold mountains, remote plateaus, Dreamlands skies and void routes.
CR by edition5.5e: 8 · 5e: 8 · PF1e: 8 · 3.5e: 8.

Run It Tonight

A shantak should be seen first as a silhouette crossing the moon. It descends only when it has chosen a target or rider, uses its talons to seize prey, and immediately turns altitude into a weapon. If characters attempt to ride one, negotiation and leverage matter more than Animal Handling: the creature is intelligent enough to agree, deceive and take revenge.

Rules by Edition







Shantak

A shantak banking through cold night skies above jagged peaks.

Huge Monstrosity, typically Chaotic Evil

AC 16; Initiative +2 (12)
HP 136 (13d12 + 52)
Speed 20 ft., Fly 80 ft.

STR
22 (+6)
DEX
15 (+2)
CON
18 (+4)
INT
8 (−1)
WIS
15 (+2)
CHA
10 (+0)

Saving Throws Con +7, Wis +5
Skills Perception +5
Immunities Cold, Disease
Senses Darkvision 60 ft.; Passive Perception 15
Languages Aklo
CR 8 (3,900 XP); PB +3

Traits

No Breath. The shantak does not need to breathe and can survive in the void.

Slippery Hide. The shantak has Advantage on checks and saving throws made to escape a Grapple. A creature riding it has Disadvantage on checks made to remain mounted when the shantak tries to throw the rider.

Share Defenses. A willing creature riding or touching the shantak gains its Cold Immunity and No Breath trait while contact is maintained.

Starflight. Outside combat, a shantak that knows its destination can travel between worlds through the void. Exact journey times are set by the GM and are measured in hours within a planetary system and days or longer between distant systems.

Actions

Multiattack. The shantak makes one Bite and two Talon attacks.

Bite. Melee Attack Roll: +9, reach 10 ft. Hit: 15 (2d8 + 6) Piercing damage.

Talon. Melee Attack Roll: +9, reach 10 ft. Hit: 13 (2d6 + 6) Slashing damage, and a Large or smaller target is Grappled (escape DC 17). The shantak can grapple one creature with each talon.

Wing Buffet (Recharge 5–6). Each creature within 15 feet makes a DC 17 Strength saving throw. On a failure, it takes 18 (4d8) Bludgeoning damage, is pushed 15 feet and has the Prone condition. On a success, it takes half damage only. The shantak can then fly up to half its Fly Speed.

Bonus Action

Drop Prey. The shantak releases a creature it is carrying. If airborne, the creature falls normally.

Shantak

Huge monstrosity, chaotic evil

Armor Class 16 (natural armor)
Hit Points 136 (13d12 + 52)
Speed 20 ft., fly 80 ft.

STR
22 (+6)
DEX
15 (+2)
CON
18 (+4)
INT
8 (−1)
WIS
15 (+2)
CHA
10 (+0)

Saving Throws Con +7, Wis +5
Skills Perception +5
Damage Immunities cold
Condition Immunities diseased effects at the GM’s discretion
Senses darkvision 60 ft., passive Perception 15
Languages Aklo
Challenge 8 (3,900 XP)

Traits

No Breath. The shantak does not need to breathe.

Slippery. The shantak has advantage on checks and saving throws made to escape a grapple. Creatures attempting to ride it have disadvantage on checks made to stay mounted when it resists them.

Share Defenses. A willing creature touching or riding the shantak shares its Cold Immunity and No Breath trait while contact continues.

Starflight. A shantak can survive and travel through the void between worlds if it knows the route.

Actions

Multiattack. The shantak makes one bite and two talon attacks.

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage.

Talons. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) slashing damage, and a Large or smaller target is grappled (escape DC 17).

Wing Buffet (Recharge 5–6). Creatures within 15 feet must make a DC 17 Strength saving throw, taking 18 (4d8) bludgeoning damage, being pushed 15 feet and falling prone on a failure, or taking half damage on a success.

Shantak CR 8

A Pathfinder-style shantak with slime-coated scales and vast wings.

XP 4,800
CE Huge magical beast
Init +3; Senses darkvision 60 ft., low-light vision; Perception +3

Defense

AC 21, touch 11, flat-footed 18 (+3 Dex, +10 natural, −2 size)
hp 104 (11d10+44)
Fort +11, Ref +10, Will +6
Defensive Abilities slippery; Immune cold, disease

Offense

Speed 20 ft., fly 80 ft. (average)
Melee bite +17 (2d6+8), 2 talons +17 (1d8+8 plus grab)
Space 15 ft.; Reach 15 ft.

Statistics

Str 26, Dex 17, Con 19, Int 8, Wis 17, Cha 10
Base Atk +11; CMB +21 (+25 grapple); CMD 34 (42 vs. grapple)
Feats Awesome Blow, Flyby Attack, Hover, Improved Bull Rush, Power Attack, Wingover
Skills Escape Artist +11, Fly +13; Racial Modifiers +8 Escape Artist
Languages Aklo
SQ no breath, share defenses, starflight

Special Abilities

Share Defenses (Su). As a free action, the shantak can extend its No Breath ability and Cold Immunity to one creature touching it. It can withdraw this protection as a free action.

Slippery (Ex). Slime-coated scales grant a +8 racial bonus on Escape Artist checks and CMD against grapple attempts. Creatures attempting to ride it take a −5 penalty on Ride checks.

Starflight (Su). The shantak survives in outer space and can cross a solar system in roughly 3d20 hours or travel beyond one in 3d20 days or longer, provided it knows the destination.

Ecology

Environment cold mountains
Organization solitary, pair or flock (3–12)
Treasure none

Shantak

Huge Magical Beast

Hit Dice 11d10+44 (104 hp)
Initiative +3
Speed 20 ft. (4 squares), fly 80 ft. (average)
Armor Class 21 (−2 size, +3 Dex, +10 natural), touch 11, flat-footed 18
Base Attack/Grapple +11/+27
Attack bite +17 melee (2d6+8)
Full Attack bite +17 melee (2d6+8) and 2 talons +17 melee (1d8+8 plus improved grab)
Space/Reach 15 ft./15 ft.
Special Attacks improved grab
Special Qualities darkvision 60 ft., low-light vision, no breath, cold immunity, disease immunity, slippery, share defenses, starflight
Saves Fort +11, Ref +10, Will +6
Abilities Str 26, Dex 17, Con 19, Int 8, Wis 17, Cha 10
Skills Escape Artist +11, Fly +13, Listen +7, Spot +7
Feats Awesome Blow, Flyby Attack, Hover, Improved Bull Rush, Power Attack, Wingover
Environment cold mountains and alien skies
Organization solitary, pair or flock (3–12)
Challenge Rating 8
Treasure none
Alignment usually chaotic evil

Compatibility Note

This 3.5e block converts the open Pathfinder chassis into 3.5e terminology.

Behaviour

Shantaks are intelligent enough to cooperate, bargain and hold grudges. They are not domesticated animals. A rider who secures one through diplomacy, coercion or magic still has to reckon with a creature capable of deciding that a dangerous mountain, barren moon or distant world is an excellent place to end the journey.

When hunting independently, a shantak circles high, dives onto isolated prey and carries victims away rather than remaining on the ground.

Signs Before Initiative

  • A shadow crosses the moon without any sound of wings at first.
  • Huge talon marks appear on an exposed ridge where no ground predator could stand.
  • Slippery, foul-smelling residue clings to a high ledge.
  • Tracks simply end where the creature launched into the air.
  • A stranded traveller insists their “mount” deliberately abandoned them.
  • Cold-weather creatures panic at a shrill grinding cry from the clouds.

If Violence Starts

The shantak uses altitude immediately. It grabs one creature, climbs and forces the party to decide whether to shoot at a monster carrying an ally. Against clustered enemies it uses wing beats to scatter the formation before choosing a target.

It does not remain in melee simply because an encounter has begun. Flyby attacks and retreat into open sky are part of its normal behaviour.

Counterplay

Ground it. Effects that reduce flying speed, restrain wings or force the creature into enclosed terrain remove its greatest advantage. Parties fighting on cliffs or exposed plateaus should secure themselves against forced movement and falls before the shantak attacks.

Grappling one is unusually difficult because of the slime coating. A rider also needs a plan for control that does not assume ordinary animal training will work.

Starflight and Riders

A shantak can carry a rider through airless void because it can extend its own cold resistance and no-breath physiology to a creature in contact with it. That makes it a viable—if extremely unreliable—living vessel between remote worlds and dream-realms.

The real challenge is cooperation. Shantaks are intelligent and cannot simply be broken to saddle like horses. Agreements, threats, magical compulsion or shared objectives are required, and none guarantees loyalty once the creature is far from civilisation.

Fear of Nightgaunts

Despite their size, shantaks are infamous for an intense fear of certain other creatures, especially nightgaunts in the Dreamlands tradition. This is useful counterplay as well as lore: a creature that ignores most mortal threats may refuse a route entirely if it believes nightgaunts are nearby.

Using a Shantak in an Encounter

The stranded rider. An explorer returns from the mountains claiming their shantak deliberately left them on a moonlit plateau.

The only passage. The fastest route to the Plateau of Leng requires negotiating passage on a shantak that hates its previous rider.

The moon-beast caravan. Several shantaks descend carrying alien riders and bound captives.

The frightened flock. A group of shantaks stampedes through the sky because something they fear is moving behind them.

Related Creatures and Places

Shantaks are strongly associated with the Plateau of Leng and the stranger reaches of the Dreamlands. Return to the World Bestiary for other cosmic and extraplanar creatures.

Rules Sources and Licensing

The Pathfinder 1e Shantak derives from Pathfinder Roleplaying Game Bestiary 2, © 2010 Paizo Publishing, LLC, and provides the open mechanical anchor for this page.

The 5.5e/2024 and 5e/2014 panels are original compatibility adaptations. The D&D 3.5e block translates the open Pathfinder chassis into 3.5e terminology. Literary description has been newly written rather than reproducing passages from the original fiction.

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