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There is a Legacy version here.

Kimenhul

Among the strongest of their kind aside from the sahkil tormentors, kimenhuls work their craft to foment despair in those who fear failure, forming cycles of self-loathing. These powerful sahkils focus their attention on mortals who are seemingly at the peak of their ability yet harbor secret fears of inadequacy. A kimenhul's predations can leave an indelible mark on their victims. The kimenhul whispers threats and sends fears of crushing failure to their prey, seemingly originating from their target's own mind, a trauma that can be difficult to bear without help. The fiends torment prey as long as the hapless victims live, using their Eternal Fear ability every day to psychically remind their previous victims of their failings. Some unique kimenhuls find themselves in positions of leadership in Xibalba (see sidebar), where they carve out their own small kingdoms and direct groups of sahkils to help them find mortals to torment. They rule these nightmare kingdoms through terror, often delighting in tormenting new petitioners or scheming ways to work against immortal foes.

Recall Knowledge - Fiend (Religion): DC 40
Unspecific Lore: DC 38
Specific Lore: DC 35

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 KimenhulCreature 19

Huge Fiend Sahkil Unholy 
Source Monster Core 2 pg. 278
Perception +33; darkvision, truesight
Languages Chthonian, Diabolic, Empyrean, Requian; telepathy 100 feet
Skills Acrobatics +34, Arcana +31, Athletics +32, Deception +36, Occultism +31, Religion +33, Stealth +34
Str +10, Dex +8, Con +9, Int +5, Wis +7, Cha +7
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 43 all-around vision; Fort +31, Ref +30, Will +33; +4 status bonus vs. mental effects
HP 405; Immunities death effects, fear; Weaknesses holy 20
Feed on Fear The kimenhul regains 30 Hit Points at the start of its turn as long as any frightened creature is within 100 feet of it.Reactive Strike [reaction] If the triggering creature is frightened, the kimenhul can make two claw Strikes against the creature instead of one Strike.
Speed 45 feet, climb 25 feet
Melee [one-action] jaws +36 [+31/+26] (magical, reach 15 feet, unholy), Damage 4d12-2+18 piercing plus 3d6 spiritMelee [one-action] claw +36 [+32/+28] (agile, magical, reach 15 feet, unholy), Damage 4d8-2+18 slashing plus 3d6 spirit and Improved GrabDivine Innate Spells DC 40 (-4 dmg); 9th confusion, dispel magic (at will), fear (at will), mask of terror (at will), phantasmagoria, phantasmal calamity, suggestion (at will), warp mind; Cantrips (10th) detect magic; Constant (9th) hidden mind, truesight
Eternal Fear [two-actions] (divine, emotion, fear, incapacitation, mental) The kimenhul contorts its faces and presents itself to its enemies in a terrifying and traumatic display that causes lingering fear. Each creature within 100 feet that can observe the kimenhul must attempt a DC 40 Will save. They are then temporarily immune for 10 minutes.
Critical Success The target is unaffected.
Success The target becomes frightened 3.
Failure The target becomes frightened 3 and is fleeing as long as it’s frightened. Even after recovering from the initial experience, the trauma is lodged in the target’s mind for 1 year. Once per day, the kimenhul can communicate telepathically with the target for 1 minute as long as both creatures are on the same plane. Any time a creature under the effect of Eternal Fear is in a stressful situation (such as combat or intense social pressure), they must succeed at a DC 9 flat check or become frightened 2. While Eternal Fear lasts, the target always becomes fleeing as long as it’s frightened, regardless of the source of the fear. The target can attempt a new saving throw each week to remove these effects, but they can otherwise be removed by only powerful magic such as a wish ritual.
Critical Failure As failure, but the effects are permanent, and the target doesn’t get to attempt a weekly save to end the effect.
Frightening Flurry [two-actions] The kimenhul makes one jaws Strike and two claw Strikes against a single target, in any order. The target becomes frightened with a condition value equal to the number of Strikes that hit it, to a maximum of frightened 3 if all three Strikes hit.Rend [one-action] clawSkip 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.Snatch Between When using Skip Between, the kimenhul can bring along any creatures it has grabbed.Unsettled Mind Any creature affected by any of a kimenhul's mental spells or abilities becomes stupefied 3 for the duration of that effect and for 1d4 rounds thereafter.

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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