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There is a Legacy version here.

Pakalchi

Pakalchis strive to intensify their prey's inherent insecurity over personal and emotional bonds, playing on the threat of those relationships falling into ruin. They employ tricks of all kinds, such as leaving trails of false evidence or spinning rumors to upend the life of their intended target. These sahkils are among the most manipulative of their kind, pulling strings, both literal and figurative, on their victims over stretched-out periods of time, exhilarating in the despair and fear for as long as possible.

Recall Knowledge - Fiend (Religion): DC 26
Unspecific Lore: DC 24
Specific Lore: DC 21

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite PakalchiCreature 10

Medium Fiend Sahkil Unholy 
Source Monster Core 2 pg. 276
Perception +20; darkvision, truesight
Languages Chthonian, Diabolic, Empyrean, Requian; telepathy 100 feet, truespeech
Skills Acrobatics +20, Deception +23, Diplomacy +23, Intimidation +23, Stealth +20
Str +4, Dex +5, Con +4, Int +2, Wis +3, Cha +6
Easy to Call A sahkil's level is considered 2 lower for the purpose of being conjured by the binding circle ritual (and potentially other rituals, at the GM's discretion), but it's always free to attack or leave instead of negotiate unless the primary caster's check is a critical success.
AC 28; Fort +19, Ref +20, Will +22
HP 170; Immunities fear, poison; Weaknesses holy 5
Entangling Train [reaction] Trigger A creature moves adjacent to the pakalchi; Effect Writhing, pitch-black vines wrap around the creature. The creature takes 1d6 slashing damage and a –15-foot circumstance penalty to its Speeds until the end of its next turn.
Speed 30 feet
Melee [one-action] vine +20 [+15/+10] (finesse, magical, reach 10 feet, versatile P, unholy), Damage 2d10+2+6 slashing plus 1d6 spirit, 1d6 persistent bleed, and betrayal toxinMelee [one-action] claw +20 [+16/+12] (agile, finesse, magical, unholy), Damage 2d10+2+6 slashing plus 1d6 spiritRanged [one-action] thorn +20 [+16/+12] (agile, magical, range increment 50 feet, unholy), Damage 2d4+2+6 piercing plus 1d6 spirit, 1d6 persistent bleed, and betrayal toxinDivine Innate Spells DC 32 (+4 dmg); 7th mask of terror (self only); 6th dominate; 5th calm, charm, suggestion (at will); Cantrips (5th) detect magic; Constant (6th) truesight, truespeech
Betrayal Toxin (divine, mental, poison) A creature affected by betrayal toxin hears whispers of incessant doubt in their head and can't treat any creature as their ally; Saving Throw DC 30 Fortitude; Maximum Duration 6 rounds; Stage 1 stupefied 1 (1 round); Stage 2 stupefied 2 (1 round)Skip Between [one-action] (divine, teleportation) The sahkil moves from the Universe to the Ethereal Plane or vice-versa. While in the Ethereal Plane, they're unable to affect anything in the Universe, and they cannot be seen by beings or abilities in the Universe, unless these have an ability that can gaze into the Ethereal Plane. While on the Material Plane the inverse is true for anything on the Ethereal Plane. A summoned sahkil can't use Skip Between.

All Monsters in "Sahkil"

NameLevel
Chakanaj14
Esipil1
Ijhyeojin14
Kimenhul20
Nenchuuj19
Nucol4
Pakalchi9
Penqual15
Tumblak18
Wihsaak6
Ximtal17

Sahkil

Source Monster Core 2 pg. 274
Ages ago, when this cycle of the multiverse was in its adolescence, a coterie of psychopomps who felt bored and restrained in their role of ushering souls to their ultimate resting place rebelled against their station. It was this violation of the cycle of souls that transformed these former psychopomps into the first sahkils.

These fiends have drastically changed from their dedicated psychopomp predecessors. Ambivalent to the prescribed order of the multiverse and hateful toward all mortals, sahkils delight in spreading fear and unease to all, clogging up the metaphysical cycle with anxiety-ridden mortals too scared to achieve their potential. They're creatures of spite and torment, fear and disgust. They exploit both the most common and rarest fears for their own perverse satisfaction, utilizing whichever is most effective for their current victim. They want nothing more than to frighten mortals into a distraught and wretched state that makes them question the very reasons for their existence and will utilize all the tools at their disposal in pursuing this goal.

Most sahkils lurk on the Ethereal Plane, but they frequently invade the Universe to torment mortal targets and spread terror. They use their innate ability to slip between the veils of the Ethereal Plane and the Universe effortlessly, often stalking their prey for days or weeks before enacting their devious plots.

Sidebar - Advice and Rules Check with Players

Sahkils are creatures of fear and terror. Roleplaying encounters with sahkils could be troubling to some players, and delving deep into the kinds of traumas sahkils relish in unleashing could have unintentional effects on your game and friends. Before introducing sahkils into your game, talk with your players to learn about any particular phobias or limits to determine what content you bring to the table, and consider that on your own behalf as well. Some specific elements to be aware of are the ximtal’s abilities around sensory deprivation and social isolation, as well as the kimenhul’s trauma-related abilities and themes.

Sidebar - Additional Lore Feeding on Fear

Sahkils are immortal planar beings and don’t require material sustenance, but they do seem to gain some semblance of nourishment from the fear they spread. Whether this is psychological or biological remains to be seen, but their obsession with frightening other creatures is clear. Sahkils recognize that they’re already feared, so it could be that they’re simply fulfilling what they believe is their ultimate purpose.

Sidebar - Related Creatures Planar Relations

Sahkils collaborate with divs to corrupt mortals. Velstracs, who appreciate their depredations, sometimes work with these fiends to enact terrible horrors. Nihilistic and disaffected, daemons tolerate sahkils but view them as useless provocateurs.

Sidebar - Related Creatures Sahkil Tormentors

The most powerful among sahkils are the sahkil tormentors. These deific beings rule over sahkils as a whole, and many personally direct the actions of their lesser cousins. Others fall into ambivalent routines, focusing more on personal acts of torment rather than launching widespread, ambitious depredations upon unsuspecting mortals.

Sidebar - Related Creatures War Against Hope

Sahkils and coatls are eternal enemies. Each creature vies for the souls of mortals, but from different sides of a single ideological coin. Sahkils wish to instill only fear into mortal hearts, trying to reduce them into useless piles of flesh who accomplish little. Coatls work to light the fires of hope, inspiring mortals to rise up and achieve their potential.

Sidebar - Locations Xibalba

Within the ghostly realm of the Ethereal Plane, sahkils inhabit a terrifying domain known as Xibalba. The Land of Dread is a realm of nightmares made manifest. At the center of this demiplane is a tiered structure known as the Black Pyramid, where the sahkil tormentors rule their brethren and sow fear throughout the mortal realm.

Shelyn's Corner

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