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NucolCreature 4


NE​Medium​Fiend​Sahkil​
Source Pathfinder Bestiary 3
Perception +11 (darkvision, scent (imprecise) 100 feet)
Languages Abyssal, Celestial, Infernal, Requian, Telepathy 60 Feet
Skills Athletics +12, Deception +10, Intimidation +12, Stealth +10
Str +4, Dex +2, Con +3, Int +0, Wis +3, Cha +2

AC 20; Fort +13; Reflex +10; Will +11;
HP 75
Speed 30 feet
Immunities disease, fear effects
Weaknesses Good 5
Resistances Poison 5

Tusk One Action +12 (+7, +2) to hit (deadly d10) 2d8+6 Piercing + 1d4 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.

Scent (Imprecise) 100 feet

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

Telepathy 60 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.

Easy to Call

A nucol'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 it is always free to attack or leave instead of negotiate unless the primary caster's check is a critical success.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Nervous Consumption (disease, divine, emotion, enchantment, mental)

Saving Throw DC 21 fortitude


Onset 1 minute

Stage1 Sickened 1 and Stupefied 1 (1 day)

Stage 2 Clumsy 1 and Stupefied 2 (1 day)

Stage 3 Clumsy 2 and Stupefied 3 (1 day)

Skip Between One Action

The nucol moves from the Material Plane to the Ethereal Plane or vice-versa, with the effects of Ethereal Jaunt except that the effect has an unlimited duration and can be Dismissed.

A summoned nucol can't use Skip Between.

Spray Pus One Action

The nucol flexes one of its infected wounds, releasing a spray of pus in a 15-foot cone or targeting an individual creature within 30 feet. A creature targeted or in the area is exposed to nervous consumption.


Divine Innate Spells (DC 20, +12 to hit)

Cantrips (2nd Level): Detect Magic, Mage Hand
1st Level: Fear (At Will), Grease
3rd Level: Remove Disease


Representing the fear of parasites and affliction, nucols appear as violent, pestilence-ridden boars. They pollute their victim's body and mind, spreading not only fear but a mind-altering affliction that exacerbates feelings of self‑doubt.

Though very aggressive, the fiends are capable of cunning manipulation. After they infect a victim with potent insecurity, they'll offer to remove the affliction for a price. Many of these deals are esoteric in nature, driving the victim into despair and forcing them to give up things they cherish. The sinister nucol may even reinfect its victim after completing the bargain, but a canny negotiator may be able to turn the tables on the fiend and free themselves from its grasp.


Ages ago, when this cycle of the multiverse was still adolescent, a cabal of psychopomps who already felt bored and restrained in their role of ushering souls to their ultimate resting place rebelled against their station. It was this corruption of the cycle of souls that spawned the first sahkils.

Ambivalent to the prescribed order of the multiverse and spiteful of mortals, sahkils delight in spreading fear and unease to all beings, clogging up the metaphysical cycle with anxiety-ridden mortals too scared to achieve their potential. These fiends have drastically changed from their dedicated psychopomp predecessors. They are creatures of spite and torment, fear and disgust. They exploit the most common and rare fears for their own perverse satisfaction, and they want nothing more than to frighten mortals and make them quetion their reason for existence.

Most sahkils lurk on the Ethereal Plane, but they frequently invade the Material Plane to torment mortals and spread terror. They use their innate ability to slip between the veils of the Ethereal and Material effortlessly, often stalking their targets for days or weeks before enacting their devious plots.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.