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There is a Legacy version here.

Nucol

Representing the fear of parasites and contagion, nucols appear as violent, pestilence-ridden boars. Their furry hides are covered in oozing pustules that exude a rancid smell. They pollute their victim's body and mind, spreading not only fear but a mind-altering affliction that exacerbates the victim's feelings of anxiety and self-doubt.

Though very aggressive, nucols are also capable of cunning manipulation. After they infect a victim with potent insecurity, they'll offer to remove the affliction for a price. Many of these deals are esoteric in nature, driving the victim to despair and forcing them to give up something they cherish. The sinister nucol can even reinfect its victim after completing the bargain, starting the cycle over and driving them further into hopelessness. However, a canny negotiator can turn the tables on the fiend and free themselves from their grasp, allowing them to recover from their deep misery.

Recall Knowledge - Fiend (Religion): DC 19
Unspecific Lore: DC 17
Specific Lore: DC 14

Elite | Normal | Weak
Proficiency without Level

NucolCreature 4

Medium Fiend Sahkil Unholy 
Source Monster Core 2 pg. 275
Perception +11; darkvision, scent (imprecise) 100 feet
Languages Chthonian, Diabolic, Empyrean, Requian; telepathy 60 feet
Skills Athletics +12, Deception +10, Intimidation +12, Stealth +10
Str +4, Dex +2, Con +3, Int +0, Wis +3, Cha +2
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 20; Fort +13, Ref +10, Will +11
HP 75; Immunities disease, fear; Resistances poison 5; Weaknesses holy 5
Speed 30 feet
Melee [one-action] tusk +12 [+7/+2] (deadly d10, magical, unholy), Damage 2d8+6 piercing plus 1d4 spirit and nervous consumptionDivine Innate Spells DC 20; 3rd cleanse affliction, fear (at will); 1st grease (×3); Cantrips (2nd) detect magic, telekinetic hand
Nervous Consumption (disease, divine, emotion, 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)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.Spray Pus [one-action] 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.

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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