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Sahkil, Kimenhul

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Three monstrous, misshapen skulls top a twisted trunk balanced on three leglike splinters of flesh and bone.

Kimenhul CR 20

XP 307,200
NE Huge outsider (evil, extraplanar, sahkil)
Init +9; Senses darkvision 60 ft., low-light vision, true seeing; Perception +37

DEFENSE

AC 37, touch 17, flat-footed 28 (+9 Dex, +20 natural, –2 size)
hp 362 (25d10+225); fast healing 20
Fort +23, Ref +17, Will +23; +8 vs. mind-affecting effects
Defensive Abilities all-around vision, mind blank; Immune death effects, disease, fear effects, poison; DR 15/good; Resist cold 20, electricity 20, sonic 20; SR 31

OFFENSE

Speed 50 ft., climb 50 ft.
Melee 3 bites +35 (2d8+11 plus grab), 4 claws +35 (1d8+11/19–20 plus 1d3 Charisma bleed)
Space 15 ft.; Reach 15 ft.
Special Attacks bleed (1d3 Charisma), eternal fear, look of fear (120 ft., DC 32), snatch between, spirit touch, trample (2d8+16, DC 33), unsettled mind
Spell-Like Abilities (CL 20th; concentration +28)

Constantdetect thoughts (DC 20), mind blank, true seeing
At willair walk, enervation, greater teleport (self plus 50 lbs.

of objects only), magic circle against good, tongues
3/dayblasphemy (DC 25), crushing despair (DC 24), dispel magic, fear (DC 24), malicious spite (DC 24), suggestion (DC 21)
1/dayantipathy (DC 28), eyebite (DC 26), summon (level 9, any one CR 19 or lower sahkil 100%), symbol of fear (DC 26), weird (DC 29)

STATISTICS

Str 33, Dex 29, Con 29, Int 22, Wis 28, Cha 26
Base Atk +25; CMB +38 (+42 trip); CMD 57 (61 vs. trip)
Feats Combat Expertise, Combat Reflexes, Critical Focus, Dazing Assault, Dazzling Display, Greater Trip, Improved Critical (claw), Improved Trip, Power Attack, Staggering Critical, Stunning Critical, Weapon Focus (bite), Weapon Focus (claw)
Skills Acrobatics +26, Bluff +36, Climb +37, Diplomacy +36, Intimidate +36, Knowledge (arcana, religion) +20, Knowledge (dungeoneering, nature, nobility) +10, Knowledge (local, planes) +23, Perception +37, Sense Motive +37, Spellcraft +31, Stealth +29, Use Magic Device +33
Languages Abyssal, Celestial, Infernal; telepathy 300 ft.
SQ easy to call, emotional focus, skip between

SPECIAL ABILITIES

Eternal Fear (Su)

As a standard action, a kimenhul can present itself in a terrifying manner to all creatures within 300 feet that can perceive it. Other sahkils are immune to this effect. All creatures within range must succeed at a DC 32 Will save or forever hold the kimenhul in the darkest corners of their minds. Once per day as a free action, a kimenhul can telepathically communicate with a creature affected by this ability for 1 minute as long as both creatures are on the same plane. For as long as the creature remains affected by a kimenhul's eternal fear, each time the affected creature finds itself in a stressful situation (such as combat), it has a 50% chance of being shaken for 1 minute as it recalls the horror of its encounter with the kimenhul. This lingering fear persists even if the creature defeated or killed the kimenhul. This effect is instantaneous and can be removed only via a wish or miracle. This is a mind-affecting fear effect. The save DC is Charisma-based and includes the +2 bonus from the sahkil's emotional focus ability.

Look of Fear (Su)

A creature affected by a kimenhul's gaze is paralyzed with fear for 1d4 rounds as the victim imagines its body being warped and transformed. Even on a successful save, a creature is shaken for 1 minute, and creatures immune to paralysis that fail the save gain the cowering condition for 1d4 rounds instead. While paralyzed, the victim appears to those viewing it to transform into a terrifying creature as ghostly appendages of bone and gore randomly sprout from its body. Any creatures adjacent to the victim must succeed at a DC 32 Will save or be shaken for 1 minute. The ghostly appendages are an illusion (glamer) effect. Spells that provide immunity to fear, such as greater heroism, are automatically dispelled if they come within range of a kimenhul's look of fear. The save DC is Charisma-based.

Snatch Between (Su)

While using skip between, a kimenhul can bring along any creatures grappling it or grappled by it, with no saving throw. A kimenhul can use skip between as either a swift or a move action.

Unsettled Mind (Su)

Any creature affected by a kimenhul's spell, spell-like ability, or other effect with the emotion or fear descriptor (even those that have a lesser effect on a successful save) takes a –4 penalty on caster level checks, concentration checks, Will saves, and skill and ability checks based on Intelligence, Wisdom, or Charisma for as long as it is affected by that effect and for 1d4 rounds thereafter.