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PakalchiCreature 9


NEMediumFiendSahkil
Source Pathfinder Bestiary 3
Perception +18 (darkvision, true seeing)
Languages Abyssal, Celestial, Infernal, Requian, Telepathy 100 Feet, Tongues
Skills Acrobatics +18, Deception +21, Diplomacy +21, Intimidation +21, Stealth +18
Str +4, Dex +5, Con +4, Int +2, Wis +3, Cha +6

AC 26; Fort +17; Reflex +18; Will +20;
HP 140
Speed 30 feet
Immunities fear effects, poison
Weaknesses Good 5

Vine One Action +18 (+13, +8) to hit (finesse, reach, versatile p) 2d10+6 Slashing + 1d6 Evil
Claw One Action +18 (+14, +10) to hit (agile, finesse) 2d10+6 Slashing + 1d6 Evil
Thorn One Action +18 (+14, +10) to hit (agile, range increment 50) 2d4+6 Piercing + 1d6 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.

Easy to Call

A pakalchi's level is considered 2 lower for the purpose of being conjured by the Planar Bindingritual (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.

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.

Entangling Train Reaction

Trigger A creature moves adjacent to the pakalchi


Effect Writhing, pitch-black vines wrap around the creature. The creature takes 1d6 slashing damage and takes a -15-foot circumstance penalty to its Speeds until the end of its next turn.

Effect: Entangling Train

Betrayal Toxin (divine, enchantment, mental, poison)

A creature affected by betrayal toxin hears whispers of incessant doubt in their head and can't treat any creature as their ally

Saving Throw DC 28 fortitude


Maximum Duration 6 rounds

Stage 1 Stupefied 1 (1 round)

Stage 2 Stupefied 2 (1 round)

Skip Between One Action (conjuration, divine, teleportation)

The pakalchi 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 pakalchi can't use Skip Between.


Divine Innate Spells (DC 0, +0 to hit)

Cantrips (5th Level): Detect Magic
1st Level: Charm
2nd Level: Calm Emotions
4th Level: Suggestion (At Will)
5th Level: Tongues (Constant)
6th Level: Dominate, True Seeing (Constant)
7th Level: Mask of Terror (Self Only)


Pakalchis strive to intensify their preys' inherent insecurity over personal and emotional bonds, playing on the threat of those relationships falling into ruin. These sahkils are among the most manipulative of their kind, pulling strings both literal and figurative on their victims over stretched-out periods of time, exhilarating in the despair and fear for as long as possible.


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.