Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Claustrophobic Nightmares
(curse, divine, enchantment, mental) A creature fatigued by the tumblak's nightmare spell is subject to paralyzing glimpses of being buried alive. Anyone using an effect that would remove the fatigued condition through a means other than a full night's rest must succeed on a DC 44 counteract check or the fatigued condition isn't removed. When the fatigued creature enters a stressful situation, such as rolling initiative in combat or entering a high-stakes negotiation, it is affected by Entombing Echoes.
Ability
Divine Innate Spells
DC 40; 9th dispel magic, earthbind (at will), fear (at will), mask of terror (at will; self only), nightmare (at will); Cantrips (9th) detect magic; Constant (9th) true seeing
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 is always free to attack or leave instead of negotiate unless the primary caster's check is a critical success.
Ability
Entombing Echoes
(divine, emotion, enchantment, incapacitation, mental) A creature struck by the tumblak's fist or impacted by Claustrophobic Nightmares must succeed on a DC 44 Will save or feel itself confined on all sides. The creature is immobilized and flat-footed until it Escapes (DC 44).
Ability
Focused Force
Unlike most incorporeal creatures, a tumblak can make Strength-based checks against physical creatures and objects if it chooses, though such creatures still can't make Strength-based checks against the tumblak.
Ability
Gasping Aura
(air, aura, divine, transmutation) 100 feet. Creatures within the aura must succeed at a DC 37 Fortitude save. On a failure, they can't breathe and must hold their breath to avoid suffocation until they leave the aura. The tumblak can activate or deactivate the aura with a single free action, which has the concentrate trait.
Ability
No Breath
Tumblaks don't need to breathe.
Ability
Skip Between
(conjuration, divine, teleportation) The Tumblak sahkil moves from the Material Plane to the Ethereal Plane or vice versa, with the effects of ethereal jaunt except the effect has an unlimited duration and can be Dismissed. A summoned sahkil can't use Skip Between.
Offense
Melee
Circumstance: combat round (melee)
fist +35 [+30/+25] (magical, reach 10 feet), Damage 3d12+17 bludgeoning plus 2d6 evil and Entombing Echoes
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
Incorporeal
An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can't perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1. Corporeal creatures can pass through an incorporeal creature, but they can't end their movement in its space.
An incorporeal creature can't attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the ghost touch property rune. Likewise, a corporeal creature can't attempt Strength-based checks against incorporeal creatures or objects.
Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.
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
poison
precision
Language
Abyssal
Celestial
Infernal
Requian
telepathy 100 feet
Perception
darkvision
true seeing
Resistance
physical 15 (except force or ghost touch
Weakness
good 15