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TumblakCreature 18


RareNEMediumFiendIncorporealSahkil
Source Pathfinder Adventure: Night of the Gray Death
Perception +33 (darkvision, true seeing)
Languages Abyssal, Celestial, Infernal, Requian, Telepathy 100 Feet
Skills Athletics +35, Deception +31, Lore +28, Intimidation +35, Religion +29, Stealth +31
Str +9, Dex +5, Con +6, Int +2, Wis +5, Cha +9

AC 42; Fort +33; Reflex +28; Will +31;
HP 305
Speed 0 feet (fly 40 feet)
Immunities disease, fear effects, poison, precision
Weaknesses Good 15
Resistances Physical 15

Fist One Action +35 (+30, +25) to hit (magical, reach, reach 10) 3d12+17 Bludgeoning + 2d6 Evil

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.

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.

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.

Focused Force

Unlike most incorporeal creatures, a tumblak can make Strength-based checks against physical creatures and objects if it chooses, though such creatures still can't make Strength-based checks against the tumblak.

Gasping Aura (air, aura, divine, transmutation)

100 feet Aura


Creatures within the aura must succeed at a DC 37 fortitude save. On a failure, they can't breathe and must hold their breath to avoid suffocation until they leave the aura. The tumblak can activate or deactivate the aura with a single free action, which has the concentrate trait.

No Breath

Tumblaks don't need to breathe.

Claustrophobic Nightmares (curse, divine, enchantment, mental)

A creature Fatigued by the tumblak's Nightmare spell is subject to paralyzing glimpses of being buried alive. Anyone using an effect that would remove the fatigued condition through a means other than a full night's rest must succeed on a DC 44 counteract check or the fatigued condition isn't removed. When the fatigued creature enters a stressful situation, such as rolling initiative in combat or entering a high-stakes negotiation, it is affected by Entombing Echoes.

Entombing Echoes (divine, emotion, enchantment, incapacitation, mental)

A creature struck by the tumblak's fist or impacted by Claustrophobic Nightmares must succeed on a DC 44 will save or feel itself confined on all sides. The creature is Immobilized and Flat-Footed until it Escapes (DC 44).

Skip Between One Action (conjuration, divine, teleportation)

Tumblak 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 40, +30 to hit)

Cantrips (9th Level): Detect Magic
1st Level: Fear (At Will)
2nd Level: Dispel Magic
3rd Level: Earthbind (At Will)
4th Level: Nightmare (At Will)
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.

Incorporeal

An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can't perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1. Corporeal creatures can pass through an incorporeal creature, but they can't end their movement in its space. An incorporeal creature can't attempt Strength-based checks against physical creatures or objects-only against incorporeal ones-unless those objects have the ghost touch property rune. Likewise, a corporeal creature can't attempt Strength-based checks against incorporeal creatures or objects. Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.