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IjhyeojinCreature 14


Medium​Fiend​Sahkil​Unholy​
Source Pathfinder Lost Omens Tian Xia World Guide
Perception +28 (darkvision, lifesense (imprecise) 60 feet)
Languages Chthonian, Diabolic, Empyrean, Requian, Telepathy 100 Feet, Truespeech
Skills Lore +28, Acrobatics +25, Deception +28, Intimidation +28, Religion +28, Stealth +25
Str +6, Dex +5, Con +4, Int +4, Wis +8, Cha +8

AC 35; Fort +22; Reflex +25; Will +28;
HP 310
Speed 30 feet
Immunities fear effects
Weaknesses Holy 10

Claw One Action +28 (+24, +20) to hit (agile, unarmed) 3d8+14 Slashing

Telepathy 100 feet (aura, magical, mental)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-rank Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Easy to Call

An ijhyeojin's level is considered 2 lower for the purpose of being conjured by the Planar Servitor ritual (and potentially other rituals, at the GM's discretion), but they're always free to attack or leave instead of negotiate unless the primary caster's check is a critical success.

Lifesense (Imprecise) 60 feet

Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

Forgotten Presence Reaction

Trigger The ijhyeojin critically succeeds at a saving throw against a spell


Effect The ijhyeojin redirects the triggering spell to a new target other than its caster. If the ijhyeojin is wearing that target's face, the new target takes a –2 circumstance penalty to this saving throw.

Overwrite Memory Two Actions (emotion, fear, mental)

The ijhyeojin alters the memories of a target within 30 feet, insinuating their faceless visage in the place of others. The target must attempt a DC 34 will save.


Critical Success The target is unaffected.

Success The target is Frightened 1 and treats no one as an ally for as long as it's frightened.

Failure The target is Frightened 2 and is Confused for as long as it's frightened.

Critical Failure The target is Frightened 4 and confused for as long as it's frightened. If the target is a joseung saja, they instead realize the fear of being forgotten and become an ijhyeojin.

Swipe Countenance One Action (mental, visual)

Requirements The ijhyeojin's previous action was a successful claw Strike against the target


Effect The ijhyeojin copies the countenance of the target, imprinting it perfectly onto their own blank face. While only their face changes, creatures must Seek them and succeed at a DC 34 will save to distinguish them visually from the original creature. The sakhil keeps the same visage for 24 hours or until they steal another.


Divine Innate Spells (DC 34, +26 to hit)

2nd Level: Invisibility (At Will, Self Only)
4th Level: Rewrite Memory (At Will)
5th Level: Truespeech (Constant)


Ijhyeojins (ee-jyuh-jeens) were once joseung sajas, psychopomps who guided the dead to the Boneyard as divine punishment for their sins. Over time, they rejected their roles and became sakhils. Some did this due to a sense of injustice over having to atone for their sins in the afterlife, but all do so partially out of a desperate desire to reclaim their memories—for ijhyeojins are named for the fear they manifest, the fear of being forgotten. They prey on people who are socially isolated by circumstances or those obsessed with their legacy, slowly cutting their victims off from friends, professional contacts, and family. Ijhyeojins particularly enjoy infiltrating medical facilities to prey on patients who fear about being forgotten in their deaths, snatching away crucial memories from them or their visiting loved ones. Hunting in this way also grants the sahkils ideal positioning to lure joseung sajas to their demise.

Ijhyeojins resemble the pale-skinned psychopomps they used to be, except their faces have no distinguishable features, like a skull with a smooth layer of skin pulled over it. Their bodies continue to twist and grow the longer they live.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Fiend

Creatures 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.

Sahkil

Sahkils are fiends that delight in spreading fear and unease among mortal creatures. They typically have darkvision, immunity to fear, and weakness to good.

Unholy

Effects 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.