Penqual
Creature 15 (uncommon) — fiend, sahkil, swarm, unholy
Pre-Remaster content. May include legacy alignment.
CrasherWeaverLANDfiendsahkilswarmunholy
Source: agents-of-edgewatch-bestiary (Pre-Remaster)
Perception +27; darkvision
Languages chthonian, diabolic, empyrean, requian; telepathy 100 feet
Skills acrobatics +26, athletics +26, deception +31, Dream Lore +27, intimidation +31, performance +27, society +27
Str
+5
Dex
+5
Con
+8
Int
+6
Wis
+6
Cha
+8
AC 37
Fort +29
Ref +24
Will +27
+1 status to all saves vs. magic
HP 205
Immunities death-effects, fear-effects, swarm-mind
Resistances physical 10
Weaknesses area-damage 10, splash-damage 10
Speed 40 feet
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.
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.
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.
+1 Status to All Saves vs. Magic —
Swarm Mind — This monster doesn't have a single mind (typically because it's a swarm of smaller creatures), and is immune to mental effects that target only a specific number of creatures. It is still subject to mental effects that affect all creatures in an area.
Crowded Mob — The penqual is a swarm of Medium figures that can squeeze supernaturally close to other creatures. Though its component creatures are larger than those of a typical swarm, a penqual can nevertheless share the spaces of other creatures.
Crush of Hundreds — A creature Frightened by the sahkil's Mask of Terror feels the press of a suffocating crowd.
The creature is Slowed 1 and takes a –10-foot penalty to all Speeds for as long as it is frightened.
The creature is Slowed 1 and takes a –10-foot penalty to all Speeds for as long as it is frightened.
Frantic Grasp (evil, magical) — Each enemy in the penqual's space takes 4d12 slashing damage (DC 36 Reflex save).
Mob Rush — The penqual Strides twice, ignoring difficult terrain, and then uses Frantic Grasp. If it moves at least 20 feet away from its starting position, the DC of Frantic Grasp increases by 2.
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
Divine Innate Spells DC 36, attack +28
7th Mask of Terror (See Crush of Hundreds)
4th Fear (At Will), Nightmare (At Will)
WORKS WELL WITH
AnvilLANDAn Anvil pins enemies in place so the swarm overlaps their space and triggers Frantic Grasp repeatedly.
FlankerLANDA Flanker supplies Off-Guard conditions that compound the swarm's damage while fear effects lower saves.
PUNISHES
✖ clumping✖ standing still✖ area denial✖ low Will
Works well with · Punishes · Pairing advice
Unlock with Tactics
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