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Nenchuuj

Creature 19 (uncommon) — fiend, sahkil, unholy

Pre-Remaster content. May include legacy alignment.

ShadeWeaverLANDfiend

Source: agents-of-edgewatch-bestiary (Pre-Remaster)

Perception +33; darkvision; detect magic
Languages chthonian, diabolic, empyrean, requian; telepathy 100 feet
Skills acrobatics +33, arcana +39, deception +33, Dream Lore +33, intimidation +37, occultism +37, stealth +33
Str
+5
Dex
+8
Con
+6
Int
+10
Wis
+6
Cha
+8
AC 43 Fort +31 Ref +29 Will +37 +2 status to all saves vs. magic
HP 355
Immunities death-effects, fear-effects
Weaknesses holy 15
Speed 50 feet, Air Walk 25 feet

Offense

Melee Fist (agile, finesse, magical, unarmed, unholy) +35, Damage 4d8+13 bludgeoning plus 5d6 spirit
Ranged Mindtwisting Utterance (auditory, magical, mental, unholy) +36, range increment 100 feet, Damage 4d12 mental plus 5d6 spirit

Abilities

Telepathy 100 feet (aura, magical) — 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.
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.
+2 Status to All Saves vs. Magic
Distort Magic (divine) —
Easy to Call — The sahkil is considered 2 levels lower for the purposes of being summoned by rituals (such as Binding Circle), but is always free to attack or leave instead of negotiate unless the primary caster's check is a critical success.
Skip Between (divine, teleportation) — The sahkil can move itself between the Ethereal Plane and the Material Plane, as Ethereal Jaunt, except that this ability has an unlimited duration and can be Dismissed.
Tainted Backlash — A creature Frightened by the sahkil's Mask of Terror is gripped with fear of the ways magic can go wrong.

The creature is Stupefied 2 for as long as it is frightened. If the creature Casts a Spell during its turn, it can't reduce its frightened condition at the end of that turn.
Divine Innate Spells DC 41, attack +33
9th Air Walk (Constant), Dispel Magic (At Will), Weird
8th Mind Blank
7th Mask of Terror (Constant) (See Tainted Backlash)
4th Fear (At Will), Freedom of Movement, Nightmare (At Will)
Cantrips (9th) Detect Magic (Constant)

WORKS WELL WITH

AnvilLANDAnvil holds foes within the fear emanation while the Shade debuffs from range.
CrasherLANDCrasher exploits frightened targets' lowered defenses for burst damage.
SniperLANDSniper deals consistent damage from distance while the Shade controls the engagement zone.

PUNISHES

✖ spellcasting✖ low Will
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder #162: Ruins of the Radiant Siege.

This stat block is Open Game Content, used under the Open Game License 1.0a (full license text) and not under the ORC License. The Section 15 copyright notice required by that license is reproduced in full on our licenses page.

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