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ChakanajCreature 14


RareNETinyFiendSahkil
Source Pathfinder Adventure: Night of the Gray Death
Perception +25 (darkvision, true seeing)
Languages Abyssal, Celestial, Infernal, Requian, Telepathy 100 Feet
Skills Acrobatics +28, Deception +27, Intimidation +25, Religion +25, Stealth +30, Thievery +26
Str +0, Dex +8, Con +4, Int +2, Wis +5, Cha +7

AC 36; Fort +22; Reflex +28; Will +25;
HP 300
Speed 10 feet (fly 40 feet)
Immunities fear effects
Weaknesses Good 15

Leg One Action +29 (+25, +21) to hit (agile, finesse, magical) 3d6+14 Slashing + 2d6 Evil

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-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Telepathy 100 feet (aura, divination, 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.

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.

+4 to Perception to Sense MotiveEar for Secrets

A chakanaj knows when a creature within 30 feet lies unless that creature critically succeeds on its Perception check to lie to the chakanaj. This ability doesn't reveal the truth.

Easy to Call

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

Retaliate Reaction

Trigger A creature within the chakanaj's reach attacks its host Requirements The chakanaj is Bonded with a Host


Effect The chakanaj makes a leg Strike against the triggering creature. If the chakanaj was Impersonating clothing when it makes this strike, the Impersonation ends.

Bond with Host One Action (concentrate, move)

Requirements The chakanaj is adjacent to a willing creature


Effect The chakanaj enters the space of the creature (thereafter called its host) and covers a suitable surface on the host, such as the face or back. The chakanaj occupies the same space as its host and moves with its host. It doesn't impair the host's senses or movement. While worn, the chakanaj establishes a constantShield Other effect with its host. Attacks that target the chakanaj target the host instead, but use the higher AC or saving throw values between the chakanaj and the host. Area effects apply to both the chakanaj and the host, as normal for an area of effect.

Interpose One Action

Requirements The chakanaj is Bonded with a Host


Effect The chakanaj interposes itself between the host and its foes, granting its host a +2 circumstance bonus to AC until the start of the chakanaj's next turn.

Peel Away One Action (concentrate, move)

Requirements The chakanaj is Bonded with a Host


Effect the chakanaj removes itself from its host, peeling off the host's body and enters an adjacent space.

Skip Between One Action (conjuration, divine, teleportation)

The chakanaj sahkil moves from the Material Plane to the Ethereal Plane or vice versa, with the effects of Ethereal Jaunt except the effect has an unlimited duration and can be Dismissed. A summoned sahkil can't use Skip Between.


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

Cantrips (7th Level): Dancing Lights, Daze, Guidance
1st Level: Fear (At Will), Illusory Object
6th Level: True Seeing (Constant)
7th Level: Mask of Terror (At Will) (Self Only)



Traits

Rare

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.