Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Divine Innate Spells
DC 23; 4th suggestion; 3rd fear, vomit swarm; 2nd blur, see invisibility; Cantrips (3rd) detect magic
Ability
Droning Distraction
(auditory, divine, evocation, incapacitation, mental) Effect: The wihsaak beats its wings rapidly, creating a buzzing drone that numbs creatures' minds. Each creature within 100 feet must attempt a DC 23 Will save. They are then temporarily immune for 1 minute. Success The creature is unaffected. Failure The creature is confused and stupefied 1 for 1 round. Critical Failure The creature is confused for 1 round and stupefied 2 for 1 minute.
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
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
Swarmwalker
5.
Offense
Melee
Circumstance: combat round (melee)
claw +17 [+12/+7] (finesse), Damage 2d10+7 slashing plus 1d4 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
fear
Language
Abyssal
Celestial
Infernal
Requian
telepathy 100 feet
Perception
darkvision
Weakness
good 5