Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
+2 status to all saves vs. magic
Ability
Distort Magic [Reaction]
Circumstance: Trigger: A creature targets the nenchuuj with a spell;
The nenchuuj warps the creature's magic, attempting an Arcana check to counteract the spell. If successful, the nenchuuj can instead redirect the spell, as spell turning, onto the caster or onto a different target within range from the caster.
Ability
Divine Innate Spells
DC 41; 9th dispel magic (at will), weird; 8th mind blank; 4th fear (at will), freedom of movement, nightmare (at will); Constant (9th) air walk, detect magic, mask of terror (see tainted backlash)
Ability
Easy to Call
The sahkil is considered 2 levels lower for the purposes of being summoned by rituals (such as planar binding), but is always free to attack or leave instead of negotiate unless the primary caster's check is a critical success.
Ability
Skip Between
(conjuration, divine, teleportation) The sahkil can move itself between the Ethereal Plane and the Material Plane, as ethereal jaunt, except that this ability has an unlimited duration and can be Dismissed.
Ability
Tainted Backlash
A creature frightened by the sahkil's mask of terror is gripped with fear of the ways magic can go wrong. The creature is stupefied 2 for as long as it is frightened. If the creature Casts a Spell during its turn, it can't reduce its frightened condition at the end of that turn.
Offense
Melee
Circumstance: combat round (melee)
fist +35 [+31/+27] (agile, finesse, magical), Damage 4d8+13 bludgeoning plus 5d6 evil
Offense
Ranged
Circumstance: combat round (ranged)
mindtwisting utterance +36 [+31/+26] (auditory, magical, mental, range 100 feet), Damage 4d12 mental plus 5d6 evil
Trait
Fiend
Creatures that hail from or have a strong connection to the evil-aligned planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.
Trait
Sahkil
Sahkils are fiends that delight in spreading fear and unease among mortal creatures. They typically have darkvision, immunity to fear, and weakness to good.
Immunity
death effects
fear
Language
Abyssal
Celestial
Infernal
Requian
telepathy 100 feet
Perception
darkvision
detect magic
Weakness
good 15