Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Divine Innate Spells
DC 20; 3rd fear (at will), remove disease; 1st grease (×3); Cantrips (2nd) detect magic, mage hand
Ability
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.
Ability
Nervous Consumption
(disease, divine, emotion, enchantment, mental) Saving Throw DC 21 Fortitude; Onset 1 minute; Stage 1 sickened 1 and stupefied 1 (1 day); Stage 2 clumsy 1 and stupefied 2 (1 day); Stage 3 clumsy 2 and stupefied 3 (1 day)
Ability
Skip Between
(conjuration, divine, teleportation) The sahkil 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 sahkil can't use Skip Between.
Ability
Spray Pus
The nucol flexes one of its infected wounds, releasing a spray of pus in a 15- foot cone or targeting an individual creature within 30 feet. A creature targeted or in the area is exposed to nervous consumption.
Offense
Melee
Circumstance: combat round (melee)
tusk +12 [+7/+2] (deadly d10), Damage 2d8+6 piercing plus 1d4 evil and nervous consumption
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
disease
fear
Language
Abyssal
Celestial
Infernal
Requian
telepathy 60 feet
Perception
darkvision
scent (imprecise) 100 feet
Resistance
poison 5
Weakness
good 5