Tumblak
Creature 18 (rare) — fiend, incorporeal, sahkil, unholy
Pre-Remaster content. May include legacy alignment.
Source: night-of-the-gray-death-bestiary (Pre-Remaster)
Perception +33
Skills athletics +35, deception +31, intimidation +35, religion +29, stealth +31
Str
+9
Dex
+5
Con
+6
Int
+2
Wis
+5
Cha
+9
AC 42
Fort +33
Ref +28
Will +31
HP 305
Immunities disease, fear-effects, poison, precision
Resistances physical (except force, ghost-touch) 15
Weaknesses holy 15
Speed 0 feet, fly 40 feet
Offense
Melee Fist +35, Damage 3d12+17 bludgeoning plus 2d6 spirit
Abilities
Telepathy 100 feet (aura, magical) — Telepathy
Constant Spells — Constant Spells
Easy to Call — A sahkil'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 is always free to attack or leave instead of negotiate unless the primary caster's check is a critical success.
Focused Force — Unlike most incorporeal creatures, a tumblak can make Strength-based checks against physical creatures and objects if it chooses, though such creatures still can't make Strength-based checks against the tumblak.
Gasping Aura (air, aura, divine) — 100 feet. Creatures within the aura must succeed at a DC 37 Fortitude save. On a failure, they can't breathe and must hold their breath to avoid suffocation until they leave the aura. The tumblak can activate or deactivate the aura with a single free action, which has the concentrate trait.
No Breath — Tumblaks don't need to breathe.
Claustrophobic Nightmares (curse, divine, mental) — A creature Fatigued by the tumblak's Nightmare spell is subject to paralyzing glimpses of being buried alive. Anyone using an effect that would remove the fatigued condition through a means other than a full night's rest must succeed on a DC 44 counteract check or the fatigued condition isn't removed. When the fatigued creature enters a stressful situation, such as rolling initiative in combat or entering a high-stakes negotiation, it is affected by Entombing Echoes.
Entombing Echoes (divine, emotion, incapacitation, mental) — A creature struck by the tumblak's fist or impacted by Claustrophobic Nightmares must succeed on a DC 44 Will save or feel itself confined on all sides. The creature is Immobilized and Off-Guard until it Escapes.
Skip Between (divine, teleportation) — Tumblak moves from the Material Plane to the Ethereal Plane or vice versa, with the effects of Ethereal Jaunt except the effect has an unlimited duration and can be Dismissed. A summoned sahkil can't use Skip Between.
Spells
Mask of Terror (At Will) (Self Only) (rank 7)
True Seeing (Constant) (rank 6)
Nightmare (At Will) (rank 4)
Earthbind (At Will) (rank 3)
Dispel Magic (rank 2)
Detect Magic (rank 1)
Fear (At Will) (rank 1)
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