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WihsaakCreature 6


NEMediumFiendSahkil
Source Pathfinder Bestiary 3
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

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 wihsaak'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 wihsaak can't use Skip Between.


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

Cantrips (3rd Level): Detect Magic
1st Level: Fear
2nd Level: Blur, See Invisibility, Vomit Swarm
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.


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.