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Kimenhul

Creature 20 — fiend, sahkil, unholy

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 its victims. The kimenhul whispers threats and sends fears of crushing failure to its prey, seemingly originating from their own m

Source: pathfinder-monster-core-2

Perception +35
Skills acrobatics +36, arcana +33, athletics +34, deception +38, occultism +33, religion +35, stealth +36
Str
+10
Dex
+8
Con
+9
Int
+5
Wis
+7
Cha
+7
AC 45 Fort +33 Ref +32 Will +35
HP 425
Immunities death-effects, fear-effects
Weaknesses holy 20
Speed 45 feet, climb 25 feet

Offense

Melee Jaws +38, Damage 4d12+18 piercing plus 3d6 spirit
Melee Claw +38, Damage 4d8+18 slashing plus 3d6 spirit

Abilities

Telepathy 100 feet (aura, magical, mental) — Telepathy
Easy to Call — A kimenhul'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.
Constant Spells — Constant Spells
All-Around Vision — All Around Vision
Feed on Fear — The kimenhul regains 30 healing Hit Points at the start of its turn as long as any Frightened creature is within 100-foot emanation{100 feet} of it.
Reactive Strike (Special) — If the triggering creature is frightened, the kimenhul can make two claw Strikes against the creature instead of one Strike. Reactive Strike
Eternal Fear (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 make a DC 42 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 11 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 only by powerful magic such as Wish. **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 — 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 — Claw Rend
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.
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.
Improved Grab — Improved Grab

Spells

Phantasmagoria (rank 9)
Hidden Mind (Constant) (rank 8)
Mask of Terror (At Will) (rank 7)
Warp Mind (rank 7)
Phantasmal Calamity (rank 6)
Truesight (Constant) (rank 6)
Confusion (rank 4)
Suggestion (At Will) (rank 4)
Dispel Magic (At Will) (rank 2)
Detect Magic (rank 1)
Fear (At Will) (rank 1)

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