AnophilexCreature 11
Source Pathfinder Adventure Path: Bastion of Blasphemies
Perception +22 (darkvision)
Languages Chthonian, Common, Diabolic, Empyrean, Requian, Telepathy 100 Feet
Skills Acrobatics +21, Athletics +21, Stealth +23
Str +4, Dex +6, Con +5, Int +3, Wis +5, Cha +6
AC 31; Fort +20; Reflex +23; Will +22;
HP 200
Speed 25 feet
Immunities bleed, fear effects
Weaknesses Holy 10
Jaws
+23 (+18, +13) to hit (finesse, unarmed) 2d12+7 PiercingThorny Lash
+0 (-4, -8) to hit (agile, finesse, reach 10, unarmed) 2d6 Bleed + 2d4+7 SlashingEasy to Call
An anophilex's level is considered 2 lower for the purpose of being conjured by the Binding Circle ritual (and potentially other rituals, at the GM's discretion), but it is always free to attack or leave instead of negotiate unless the primary caster's check is a critical success.
Fearful Bleeding (auditory, aura, divine, emotion, fear, mental, visual)30 feet. The sight and sound of the anophilex's constantly bleeding body fills non-sahkils with fears that their own blood wants to flow and surge from their veins as well. Creatures taking persistent bleed damage become Frightened 1 when they enter the aura or start their turn in the aura.
Drain BloodWhen the anophilex uses a jaws strike against a creature that's taking persistent bleed damage, they drink the blood. The creature must succeed at a DC 30 fortitude save or become Enfeebled 1 (Enfeebled 2 on a critical failure). The anophilex becomes Quickened on the following round, and can use the extra action to Stride or Strike.
Skip Between
(divine, teleportation)The sahkil moves from the Universe to the Ethereal Plane or vice-versa. While in the Ethereal Plane, they're unable to affect anything in the Universe, and they cannot be seen by beings or abilities in the Universe, unless these have an ability that can gaze into the Ethereal Plane. While on the Material Plane the inverse is true for anything on the Ethereal Plane. A summoned sahkil can't use Skip Between.
Spray Vile Blood
(divine)The anophilex twists their body into a knot, causing their thorns to pierce their body so that unholy blood sprays out in a 30-foot emanation. Non-sahkil creatures in this area take 12d6 spirit damage (DC 30 will save). The anophilex can't Spray Vile Blood again for 1d4 rounds.
Divine Innate Spells (DC 26, +18 to hit)
Cantrips (6th Level): Detect Magic, Divine Lance
1st Level: Fear
2nd Level: Blood Vendetta, Blood Vendetta (At Will)
3rd Level: Vampiric Feast
4th Level: Fly (Constant), Suggestion, Translocate
6th Level: Vampiric Exsanguination
The sight of blood is frightening proof of another's suffering, and when that blood is one's own, that fear can turn to blinding terror. Such are the horrors that the skittering, constantly bleeding anophilex sahkil revels in. With a glistening, spiderlike body covered in pulsing sacs of blood caught amid tangles of thorny vines, an anophilex's head is a freshly skinned skull with sharp fangs and patches of long black hair pulled back to tangle amid the thorns of their bodies. As an anophilex moves, their thorns rip and tear at their bloody blisters and bloated organs, yet the bleeding only flows back along their body to form new thorny lengths in a constant recreation that gives off an unsettling, gurgling susurrus. An anophilex has little patience for subtlety or manipulation, preferring to skitter through or flap above battlefields, among refugees, or amid any area where the wounded gather, so they can spread fear and drink the wounded's crimson pain.
About Sahkils
Sahkils are fiends associated with primal fears and phobic terrors that haunt mortal minds. They hail from the depths of the Ethereal Plane and serve sinister demigods known collectively as tormentors, such as Charg himself. For more information about sahkils, see page 274 of Pathfinder Monster Core 2.
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
FiendCreatures that hail from or have a strong connection to the unholy planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.
SahkilSahkils are fiends that delight in spreading fear and unease among mortal creatures. They typically have darkvision, immunity to fear, and weakness to good.
UnholyEffects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.