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PenqualCreature 15


UncommonHugeEvilFiendSahkilSwarmUnholy
Source Pathfinder #162: Ruins of the Radiant Siege
Perception +27 (darkvision)
Languages Chthonian, Diabolic, Empyrean, Requian, Telepathy 100 Feet
Skills Lore +27, Acrobatics +26, Athletics +26, Deception +31, Intimidation +31, Performance +27, Society +27
Str +5, Dex +5, Con +8, Int +6, Wis +6, Cha +8

AC 37; Fort +29; Reflex +24; Will +27; +1 status to all saves vs. magic
HP 205
Speed 40 feet
Immunities death effects, fear effects, swarm mind
Weaknesses Area Damage 10, Splash Damage 10
Resistances Physical 10

Telepathy 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.

Easy to Call

The 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.

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.

+1 Status to All Saves vs. MagicSwarm Mind

This monster doesn't have a single mind (typically because it's a swarm of smaller creatures), and is immune to mental effects that target only a specific number of creatures. It is still subject to mental effects that affect all creatures in an area.

Crowded Mob

The penqual is a swarm of Medium figures that can squeeze supernaturally close to other creatures. Though its component creatures are larger than those of a typical swarm, a penqual can nevertheless share the spaces of other creatures.

Crush of Hundreds

A creature Frightened by the sahkil's Mask of Terror feels the press of a suffocating crowd.

The creature is Slowed 1 and takes a –10-foot penalty to all Speeds for as long as it is frightened.

Effect: Crush of Hundreds

Frantic Grasp One Action (evil, magical)

Each enemy in the penqual's space takes 4d12 slashing damage (DC 36 reflex save).

Mob Rush Two Actions

The penqual Strides twice, ignoring difficult terrain, and then uses Frantic Grasp. If it moves at least 20 feet away from its starting position, the DC of Frantic Grasp increases by 2.

Skip Between One Action (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


Divine Innate Spells (DC 36, +28 to hit)

4th Level: Fear (At Will), Nightmare (At Will)
7th Level: Mask of Terror (See Crush of Hundreds)



Traits

Uncommon

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.

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.

Swarm

A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grabbed, prone, and restrained conditions.

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.