Tanuki

Short and pudgy, this raccoonlike humanoid wields a stout quarterstaff and weaves a little as if intoxicated.

Tanuki CR 4

XP 1,200
CN Medium monstrous humanoid (shapechanger)
Init +3; Senses darkvision 60 ft., detect poison, low-light vision; Perception +8

DEFENSE

AC 17, touch 13, flat-footed 14 (+3 Dex, +3 natural, +1 shield)
hp 47 (5d10+20)
Fort +5, Ref +7, Will +6

OFFENSE

Speed 30 ft.
Melee mwk quarterstaff +7 (1d6+2), mwk quarterstaff +7 (1d6+1), slam +2 (1d6+1)
Ranged sling +8 (1d4+2)
Spell-Like Abilities (CL 7th; concentration +11)

Constantdetect poison
At willpurify food and drink
3/daymagic stone, major creation (up to 1 cubic foot)
1/daycreate food and water, shrink item, veil (self only)

STATISTICS

Str 14, Dex 17, Con 18, Int 13, Wis 14, Cha 19
Base Atk +5; CMB +7; CMD 20
Feats Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (quarterstaff)
Skills Bluff +7, Diplomacy +6, Knowledge (nature) +5, Perception +8, Perform (percussion) +8, Sense Motive +4, Spellcraft +4, Stealth +10
Languages Common, Tanuki
SQ change shape (raccoon; beast shape II), sake affinity

SPECIAL ABILITIES

Sake Affinity (Su)

As a swift action, a tanuki can take a swig of sake from the gourd it always carries at its side. When it does so, it gains the effect of one of the following spells at caster level 7th: divine favor, false life, haste, or rage. Unusual tanukis might have additional spell effect choices at the GM's discretion. Each time a tanuki takes a swig of sake, it becomes progressively drunker and takes a -1 penalty to its AC and on Reflex saves for 1 minute. These penalties stack.