Nucol
Creature 4 — fiend, sahkil, unholy
SnareShadeLANDfiendsahkilunholy
Representing the fear of parasites and affliction, nucols appear as violent, pestilence-ridden boars. They pollute their victim's body and mind, spreading not only fear but a mind-altering affliction that exacerbates feelings of self-doubt. Though very aggressive, the fiends are capable of cunning manipulation. After they infect a victim with potent insecurity, they'll offer to remove the affliction for a price. Many of these deals are esoteric in nature, driving the victim into despair and for
Source: pathfinder-monster-core-2
Perception +11; darkvision, scent (imprecise) 100 feet
Languages chthonian, diabolic, empyrean, requian; Telepathy 60 feet
Skills athletics +12, deception +10, intimidation +12, stealth +10
Str
+4
Dex
+2
Con
+3
Int
+0
Wis
+3
Cha
+2
AC 20
Fort +13
Ref +10
Will +11
HP 75
Immunities disease, fear-effects
Resistances poison 5
Weaknesses holy 5
Speed 30 feet
Offense
Melee Tusk (deadly-d10, unarmed, unholy) +12, Damage 2d8+6 piercing plus 1d4 spirit plus Nervous Consumption
Abilities
Telepathy 60 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 nucol'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.
Nervous Consumption (disease, divine, emotion, mental) — Saving Throw DC 21 Fortitude
Onset 1 minute
Stage 1 Sickened 1 and Stupefied 1 (1 day)
Stage 2 Clumsy 1 and Stupefied 2 (1 day)
Stage 3 Clumsy 2 and Stupefied 3 (1 day)
Onset 1 minute
Stage 1 Sickened 1 and Stupefied 1 (1 day)
Stage 2 Clumsy 1 and Stupefied 2 (1 day)
Stage 3 Clumsy 2 and Stupefied 3 (1 day)
Skip Between — 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.
Spray Pus — The nucol flexes one of its infected wounds, releasing a spray of pus in a 15-foot cone or targeting an individual creature within 30 feet. A creature targeted or in the area is exposed to nervous consumption.
Divine Innate Spells DC 20, attack +12
2nd Cleanse Affliction
1st Fear (At Will), Grease (×3)
Cantrips (2nd) Detect Magic, Telekinetic Hand
WORKS WELL WITH
AnvilLANDA frontline defender holds enemy attention so the nucol can spray its debilitating toxin from the edge of the fight.
CrasherLANDA bruiser can capitalize on targets already Clumsy and Stupefied from the toxin before they recover.
FlankerLANDA mobile striker benefits from the Off-Guard opening created while a target struggles with the toxin's escalating stages.
PUNISHES
✖ clumping✖ low Fortitude✖ standing still
Works well with · Punishes · Pairing advice
Unlock with Tactics
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