Kimenhul
Creature 20 — fiend, sahkil, unholy
SnareCrasherLANDVERTICALfiendsahkilunholyfear
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; darkvision, truesight 60 feet
Languages chthonian, diabolic, empyrean, requian; Telepathy 100 feet
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 (all-around vision)
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 (magical, reach-15, unarmed, unholy) +38, Damage 4d12+18 piercing plus 3d6 spirit
Melee Claw (agile, magical, reach-15, unarmed, unholy) +38, Damage 4d8+18 slashing plus 3d6 spirit plus Improved Grab
Abilities
Telepathy 100 feet (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 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 — A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
All-Around Vision — This monster can see in all directions simultaneously and therefore can't be flanked.
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.
Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this 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.
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
A Rend entry lists a Strike the monster has.
Requirements The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.
Effect The monster automatically deals that Strike's damage again to the enemy.
A Rend entry lists a Strike the monster has.
Requirements The monster hit the same enemy with two consecutive Strikes of the listed type in the same round.
Effect The monster automatically deals that Strike's damage again to the enemy.
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 —
Divine Innate Spells DC 42, attack +34
9th Phantasmagoria
8th Hidden Mind (Constant)
7th Mask of Terror (At Will), Warp Mind
6th Phantasmal Calamity, Truesight (Constant)
4th Confusion, Suggestion (At Will)
2nd Dispel Magic (At Will)
1st Fear (At Will)
Cantrips (9th) Detect Magic
WORKS WELL WITH
AnvilLAND / VERTICALA durable front-liner soaks the bonus Reactive Strikes the kimenhul gains against any Frightened creature nearby.
SniperLAND / VERTICALRanged damage stays safely outside melee reach while the kimenhul's fear aura and Grab lock a target in place.
WeaverLAND / VERTICALA caster's mental effects compound the Stupefied condition the kimenhul already inflicts, deepening the same target's action loss.
PUNISHES
✖ low Will✖ clumping✖ isolated targets
Do not stack with another heavy fear-based Snare; Frightened has a practical ceiling, so a second source adds little.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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