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NenchuujCreature 19


UncommonNEMediumFiendSahkil
Source Pathfinder #162: Ruins of the Radiant Siege
Perception +33 (darkvision, detect magic)
Languages Abyssal, Celestial, Infernal, Requian, Telepathy 100 Feet
Skills Acrobatics +33, Arcana +39, Deception +33, Lore +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 Good 15

Fist One Action +35 (+31, +27) to hit (agile, finesse, magical) 4d8+13 Bludgeoning + 5d6 Evil
Mindtwisting Utterance One Action +36 (+31, +26) to hit (auditory, magical, mental, range increment 100) 4d12 Mental + 5d6 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.

+2 Status to All Saves vs. MagicDistort Magic Reaction (abjuration, 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 Call

The sahkil is considered 2 levels lower for the purposes of being summoned by rituals (such as Planar Binding), but is always free to attack or leave instead of negotiate unless the primary caster's check is a critical success.

Skip Between One Action (conjuration, 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 Backlash

A 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)
8th Level: Mind Blank
9th Level: Air Walk (Constant), Dispel Magic (At Will), Mask of Terror (Constant) (See Tainted Backlash), Weird



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.