Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Ability
+1 status to all saves vs. magic
Ability
Crowded Mob
The penqual is a swarm of Medium figures that can squeeze supernaturally close to other creatures. Though its component creatures are larger than those of a typical swarm, a penqual can nevertheless share the spaces of other creatures.
Ability
Crush of Hundreds
10-foot penalty to all Speeds for as long as it is frightened.
Ability
Divine Innate Spells
DC 36; 4th fear (at will), nightmare (at will); Constant (8th) mask of terror (see Crush of Hundreds)
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
Frantic Grasp
(evil, magical) Each enemy in the penqual's space takes 4d12 slashing damage (DC 36 basic Reflex save).
Ability
Mob Rush
The penqual Strides twice, ignoring difficult terrain, and then uses Frantic Grasp. If it moves at least 20 feet away from its starting position, the DC of Frantic Grasp increases by 2.
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.
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.
Trait
Swarm
A swarm is a mass or cloud of creatures that functions as one monster. Its size entry gives the size of the entire mass, though for most swarms the individual creatures that make up that mass are Tiny. A swarm can occupy the same space as other creatures, and must do so in order to use its damaging action. A swarm typically has weakness to effects that deal damage over an area (like area spells and splash weapons). Swarms are immune to the grappled, prone, and restrained conditions.
Immunity
death effects
fear
swarm mind
Language
Abyssal
Celestial
Infernal
Requian
telepathy 100 feet
Perception
darkvision
Resistance
physical 10
Weakness
area damage 10
splash damage 10