VinlachCreature 8
Source Pathfinder Adventure Path: Bastion of Blasphemies
Perception +16 (darkvision)
Languages Chthonian, Common, Diabolic, Empyrean, Requian, Telepathy 100 Feet
Skills Acrobatics +16, Intimidation +17, Religion +18, Stealth +18
Str +4, Dex +6, Con +3, Int +3, Wis +4, Cha +3
AC 28 all-around vision; Fort +13; Reflex +20; Will +16;
HP 110
Speed 30 feet (fly 40 feet)
Immunities fear effects
Weaknesses Holy 5
Talon
+20 (+16, +12) to hit (agile, finesse) 2d8+7 BludgeoningTelepathy 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.
Easy to CallA vinlach'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.
All-Around VisionThis monster can see in all directions simultaneously and therefore can't be flanked.
Soul-Wrenching Warbling (auditory, aura, emotion, fear, mental)The vinlach's warbling voices are a mockery of the rhythmic sound of a flight of whippoorwills whistling away, sending chills into the hearts of those who hear them. A living creature that begins its turn within 30 feet of a vinlach must succeed at a DC 23 will save or gain weakness 5 to spirit damage until the start of its next turn, as its soul aches to flee its body and retreat along the River of Souls to find peace from the unnerving cacophony.
Effect: Soul-Wrenching Warbling
Rend
Talon
A Rend entry lists a Strike the monster has.
Requirements The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.
Effect The monster automatically deals that Strike's damage again to the enemy.
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.
Soul Shriek
(divine, mental)The vinlach's dozens of mouths suddenly shriek in terrifying unison, yet the sound created is not one that can be heard by ears—rather, it's heard by a living creature's soul, as the supernatural sound attempts to rip free the very animus of life. All creatures in a 40-foot cone take 9d6 spirit damage and must attempt a DC 26 will save with the following results. The vinlach can't Soul Shriek again for 1d4 rounds.
Critical Success The creature takes no damage.
Success The creature takes half damage.
Failure The creature takes full damage. If the creature can cast divine spells or has the holy trait, it's also Stupefied 1 for 1 minute.
Critical Failure The creature takes double damage. If the creature can cast divine spells or has the holy trait, it's also stupefied 1 for 24 hours.
Divine Innate Spells (DC 26, +18 to hit)
Cantrips (4th Level): Divine Lance, Message
1st Level: Fear, Grim Tendrils
2nd Level: See the Unseen
3rd Level: Crisis of Faith
4th Level: Suggestion
The vinlach represents the overwhelming fear of birds—the sharp beaks, the razored talons, the incessantly fluttering wings, the alien all-seeing eyes, and the haunting shrill cry of the raptor when it spots defenseless prey. They appear as a tangled mass of flapping whippoorwill wings, constantly kicking up dander and dust, with a "head" composed of dozens of shrieking whippoorwill heads, all merged together in a twittering knot of meat and bone, eyes peering in all directions at once. The amalgamation stalks about on four long, stork-like legs tipped with murderous talons, and while their body of wings wouldn't seem to suggest it, they can use them to fly through the air with unnerving grace. Despite their bestial nature, vinlachs are quite intelligent and delight in tormenting sapient creatures, particularly those who have strong beliefs or faiths.
Psychopomp Blasphemers
While all sahkils descended from an initial group of blasphemous psychopomps who betrayed their calling and rebelled against Pharasma, the eerie vinlachs take this corruption one step further in their desecration of Pharasma's sacred animal—the whippoorwill. They take particular delight in haunting fallen churches of Pharasma or serving priests who have turned their back on the Lady of Graves for more sinister patrons.
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.