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There is a Legacy version here.

Ximtal

The struggles of loneliness and the anxiety that accompanies that feeling plague many creatures, and ximtals delight in exploiting this fear for their own perverse gain. Appearing as a hybrid of a rat and crab with grasping tentacles, these scheming fiends manipulate their victims over long spans of time, like pakalchis, to savor the most fear they can. Ximtals use subtlety to entrap their prey and often don't directly engage their targets. They use insecurities as a tool and force poor behavior in mortals they set their sights on. They prefer to focus their machinations on strong-willed and well-intentioned mortals, hoping to erode their pride and self-worth and ultimately lead them to eschew altruistic efforts.

Rather than focusing on a single victim, a ximtal might instead seek out a particular cause relevant to the sahkil's appetites. They often wander the multiverse seeking to sabotage societal crusades or suppress divergent ideologies. They particularly delight in exploiting the fears of groups of like-minded individuals.

While most ximtals work alone, they sometimes enlist the assistance of pakalchis, who share similar tastes in mortal fear. Together these two types of fiends can dissolve individual self-worth, relationships, and even entire organizations.

Recall Knowledge - Fiend (Religion): DC 36
Unspecific Lore: DC 34
Specific Lore: DC 31

Elite | Normal | Weak
Proficiency without Level

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

Weak XimtalCreature 16

Large Fiend Sahkil Unholy 
Source Monster Core 2 pg. 277
Perception +28; darkvision, truesight
Languages Chthonian, Diabolic, Empyrean, Requian; telepathy 100 feet
Skills Arcana +25, Deception +31, Intimidation +31, Occultism +25, Religion +28, Stealth +26
Str +9, Dex +3, Con +9, Int +2, Wis +5, Cha +8
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 37; Fort +30, Ref +24, Will +26
HP 360; Immunities fear; Weaknesses holy 10
Despoiler (aura, divine) 1,000 feet. Creatures within the aura take a –2 circumstance penalty to all saving throws against poisons, diseases, and drugs.
Speed 40 feet, climb 20 feet; fly
Melee [one-action] jaws +32 [+27/+22] (magical, reach 10 feet, unholy), Damage 3d12-2+17 piercing plus 2d6 spirit and sensory feverMelee [one-action] claw +32 [+28/+24] (agile, magical, reach 15 feet, unholy), Damage 3d8-2+17 slashing plus 2d6 spirit and sensory feverDivine Innate Spells DC 36 (-4 dmg); 8th desiccate (×3), fear (at will), quandary (×3), suggestion (at will); Cantrips (9th) detect magic; Constant (9th) fly, truesight
Isolate Foes [two-actions] (curse, divine, emotion, incapacitation, mental) Frequency once per day; Effect The ximtal attempts to isolate its enemy's companions, forcing an impression that each creature's friends and allies have vanished, and they're all alone against an insurmountable threat. The ximtal chooses up to four creatures, each of whom must be adjacent to one other target. Each target must attempt a DC 36 Will save. On a failure, a target becomes out of phase with all allies. The affected creatures can't perceive their allies or interact with them in any way, and they can move into allies' spaces as if their allies simply weren't there. Allies similarly can't perceive or interact with the affected creatures with one exception: an ally can target an affected creature with an effect that specifically targets curses such as a 4th-rank cleanse affliction. Every 24 hours, an affected creature can attempt a new saving throw to end this effect.Sensory Fever (disease) A ximtal's withering attacks cause a debilitating disease that targets the senses; Saving Throw DC 34 Fortitude; Stage 1 creature loses one sense determined randomly: hearing, sight, smell, or taste (1 day); Stage 2 creature loses an additional sense from the stage 1 list (1 day); Stage 3 creature loses an additional sense from the stage 1 list (1 day); Stage 4 creature loses the last sense from the stage 1 list and any special senses, such as tremorsense or lifesense (1 day); Stage 5 all lost senses are permanent unless restored via sound body or a similar effectSkip 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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