NenchuujCreature 19
Source Pathfinder #162: Ruins of the Radiant Siege
Perception +33 (darkvision, detect magic)
Languages Chthonian, Diabolic, Empyrean, Requian, Telepathy 100 Feet
Skills Lore +33, Acrobatics +33, Arcana +39, Deception +33, Intimidation +37, Occultism +37, Stealth +33
Str +5, Dex +8, Con +6, Int +10, Wis +6, Cha +8
AC 43; Fort +31; Reflex +29; Will +37; +2 status to all saves vs. magic
HP 355
Speed 50 feet (Air Walk 25 feet)
Immunities death effects, fear effects
Weaknesses Holy 15
Fist
+35 (+31, +27) to hit (agile, finesse, magical, unarmed, unholy) 4d8+13 BludgeoningMindtwisting Utterance
+36 (+31, +26) to hit (auditory, magical, mental, unholy) 4d12 MentalTelepathy 100 feet (aura, magical)
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.
Constant SpellsA 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.
+2 Status to All Saves vs. MagicDistort Magic
(divine)Trigger A creature targets the nenchuuj with a spell
Effect The nenchuuj warps the creature's magic, attempting an Arcana check to counteract the spell. If successful, the nenchuuj can instead redirect the spell, as Spell Turning, onto the caster or onto a different target within range from the caster.
Easy to CallThe sahkil is considered 2 levels lower for the purposes of being summoned by rituals (such as Binding Circle), but is always free to attack or leave instead of negotiate unless the primary caster's check is a critical success.
Skip Between
(divine, teleportation)The sahkil can move itself between the Ethereal Plane and the Material Plane, as Ethereal Jaunt, except that this ability has an unlimited duration and can be Dismissed.
Tainted BacklashA creature Frightened by the sahkil's Mask of Terror is gripped with fear of the ways magic can go wrong.
The creature is Stupefied 2 for as long as it is frightened. If the creature Casts a Spell during its turn, it can't reduce its frightened condition at the end of that turn.
Divine Innate Spells (DC 41, +33 to hit)
Cantrips (10th Level): Detect Magic (Constant)
4th Level: Fear (At Will), Freedom of Movement, Nightmare (At Will)
7th Level: Mask of Terror (Constant) (See Tainted Backlash)
8th Level: Mind Blank
9th Level: Air Walk (Constant), Dispel Magic (At Will), Weird
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
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.