Esipil
Creature 1 — fiend, sahkil, unholy
ShadeLANDfiend
Among the least of the sahkils, esipils delight in spreading fears and uncertainty among people who live with animals that could turn on them. They generally appear to their prey as some benign creature such as a domesticated dog or cat, but once they gain trust and get their victims close, they transform into a terrifying creature that looks part dog and part worm with tendrils of viscera that the creature uses as both a tongue and a weapon. Of all the sahkils, esipils are most likely to ingra
Source: pathfinder-monster-core-2
Perception +7; darkvision
Languages chthonian, diabolic, empyrean, requian; Telepathy touch
Skills acrobatics +7, athletics +6, intimidation +7, stealth +7
Str
+0
Dex
+4
Con
+2
Int
+1
Wis
+2
Cha
+2
AC 17
Fort +7
Ref +9
Will +5
HP 15
Immunities fear-effects
Weaknesses holy 2
Speed 30 feet
Offense
Melee Claw (agile, finesse, unarmed, unholy) +9, Damage 1d6 slashing plus 1d4 spirit
Melee Jaws (finesse, magical, unholy, versatile-p) +9, Damage 1d4 spirit plus 1d8 slashing plus Grab
Abilities
Telepathy (Touch) (aura, magical, mental) — A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.
Easy to Call — A esipil'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 is always free to attack or leave instead of negotiate unless the primary caster's check is a critical success.
Change Shape (concentrate, divine, polymorph) — The esipil transforms into a Tiny cat, dog, or other unassuming domestic animal. This doesn't affect the esipil's statistics, but it could change the damage type of its Strikes.
The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.
Skip Between (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.
Grab —
Divine Innate Spells DC 15, attack +7
2nd Blur
1st Fear, Fear (At Will)
Cantrips (2nd) Telekinetic Hand
WORKS WELL WITH
MenderLANDSustains the fragile esipil while it scouts ahead via Skip Between and returns with intelligence.
CrasherLANDDraws attention while the esipil infiltrates via Change Shape and sets up a flanking grab.
PUNISHES
✖ reliable targeting✖ trusting appearances
High-visibility allies that compromise the esipil's stealth and deceptive approach.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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