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Pakalchi

Creature 9 — fiend, sahkil, unholy

WeaverShadeLANDfiendsahkilunholymental

Pakalchis strive to intensify their preys' inherent insecurity over personal and emotional bonds, playing on the threat of those relationships falling into ruin. These sahkils are among the most manipulative of their kind, pulling strings both literal and figurative on their victims over stretched-out periods of time, exhilarating in the despair and fear for as long as possible. Ages ago, when this cycle of the multiverse was still adolescent, a cabal of psychopomps who already felt bored and r

Source: pathfinder-monster-core-2

Perception +18; darkvision, truesight 60 feet
Languages chthonian, diabolic, empyrean, requian; Telepathy 100 feet, Truespeech
Skills acrobatics +18, deception +21, diplomacy +21, intimidation +21, stealth +18
Str
+4
Dex
+5
Con
+4
Int
+2
Wis
+3
Cha
+6
AC 26 Fort +17 Ref +18 Will +20
HP 150
Immunities fear-effects, poison
Weaknesses holy 5
Speed 30 feet

Offense

Melee Vine (finesse, reach-10, unholy, versatile-p) +18, Damage 2d10+6 slashing plus 1d6 spirit plus 1d6 bleed plus Betrayal Toxin
Melee Claw (agile, finesse, unarmed, unholy) +18, Damage 2d10+6 slashing plus 1d6 spirit
Ranged Thorn (agile, unholy) +18, range increment 50 feet, Damage 2d4+6 piercing plus 1d6 spirit plus 1d6 bleed plus Betrayal Toxin

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 pakalchi'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.
Entangling Train
Betrayal Toxin (divine, mental, poison) — A creature affected by betrayal toxin hears whispers of incessant doubt in their head and can't treat any creature as their ally

Saving Throw DC 28 Fortitude

Maximum Duration 6 rounds

Stage 1 Stupefied 1 (1 round)

Stage 2 Stupefied 2 (1 round)
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.
Divine Innate Spells DC 30, attack +22
7th Mask of Terror (self only)
6th Dominate, Truesight (Constant)
5th Truespeech (Constant)
4th Suggestion (At Will)
2nd Calm
1st Charm
Cantrips (7th) Detect Magic

WORKS WELL WITH

AnvilLANDA durable frontline holds the party's attention so the pakalchi can apply betrayal toxin from range without being focused down.
FlankerLANDA mobile striker exploits allies who no longer trust each other under the betrayal toxin's effect.

PUNISHES

✖ clumping✖ low Will✖ ranged reliance
Avoid pairing with another plane-shifting escape artist; overlapping evasion options waste the pakalchi's Skip Between as a defensive tool.
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 Monster Core 2.

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