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Thundering Wihsaak (Rifle Mutation)Creature 6


UncommonNEMediumFiendSahkil
Source Pathfinder Society Scenario #3-13: Guardian's Covenant
Perception +14 (darkvision)
Languages Abyssal, Celestial, Infernal, Requian, Telepathy 100 Feet
Skills Acrobatics +13, Deception +15, Intimidation +15, Stealth +15
Str +4, Dex +5, Con +4, Int +1, Wis +2, Cha +3

AC 24; Fort +14; Reflex +15; Will +14;
HP 105
Speed 30 feet (fly 40 feet)
Immunities fear effects
Weaknesses Good 5

Claw One Action +17 (+12, +7) to hit (finesse) 2d10+7 Slashing + 1d4 Evil
Claw Rifle One Action +17 (+12, +7) to hit (range increment 150, reload 1) 1d4 Evil + 2d10+4 Piercing

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.

Cumbersome Mutation

While a mutated wihsaak's claw rifle is drawn, it is Flat-Footed against melee Strikes. It can suppress the mutation to stow the antler rifle with a single Interact action; if it does so, it cannot use the weapon again until it re-activates the mutation and draws the weapon with another Interact action.

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

Swarmwalker

Swarms of animals and other unintelligent creatures instinctively leave a wihsaak alone. A wihsaak is immune to the damage from and effects of swarms with an Intelligence of -5.

Droning Distraction One Action (auditory, divine, evocation, incapacitation, mental)

Effect The wihsaak beats its wings rapidly, creating a buzzing drone that numbs creatures' minds. Each creature within 100 feet must attempt a DC 23 will save. They are then temporarily immune for 1 minute.


Success The creature is unaffected.

Failure The creature is Confused and Stupefied 1 for 1 round.

Critical Failure The creature is confused for 1 round and Stupefied 2 for 1 minute.

Skip Between One Action (conjuration, divine, teleportation)

The wihsaak 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 sakhil can't use Skip Between.


Divine Innate Spells (DC 23, +15 to hit)

Cantrips (3rd Level): Detect Magic
2nd Level: Blur, See Invisibility, Sound Burst
3rd Level: Fear
4th Level: Suggestion


These gaunt and insectile sahkils torment their foes by focusing on a widespread fear of insects and creeping, crawling vermin. Unlike their more subtle cousins, wihsaaks don't lurk in the periphery and instead directly engage their targets, using their unnerving buzzing to disorient and terrify.

When encountering multiple foes, wihsaaks attempt to spread fear to everyone before slashing at them with their devastating claws.


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.