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Ximtal

Creature 17 — fiend, sahkil, unholy

The struggles of loneliness and the anxiety that accompanies that feeling plague many creatures, and ximtals delight in exploiting this fear for their own perverse gain. Appearing as hybrids of rats and crabs with grasping tentacles, these scheming fiends manipulate their victims over long spans of time, like pakalchis, to savor the most fear they can. Ximtals use subtlety to entrap their prey and often don't directly engage their targets. They use insecurities as a tool and force poor behavior

Source: pathfinder-monster-core-2

Perception +30
Skills arcana +27, deception +33, intimidation +33, occultism +27, religion +30, stealth +28
Str
+9
Dex
+3
Con
+9
Int
+2
Wis
+5
Cha
+8
AC 39 Fort +32 Ref +26 Will +28
HP 380
Immunities fear-effects
Weaknesses holy 10
Speed 40 feet, climb 20 feet, fly 40 feet

Offense

Melee Jaws +34, Damage 3d12+17 piercing plus 2d6 spirit
Melee Claw +34, Damage 3d8+17 slashing plus 2d6 spirit

Abilities

Telepathy 100 feet (aura, magical, mental) — Telepathy
Easy to Call — A ximtal'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 — Constant Spells
Despoiler (aura, divine) — 1000 feet. Creatures within the aura take a –2 circumstance penalty to all saving throws against poisons, diseases, and drugs.
Isolate Foes (curse, divine, emotion, incapacitation, mental) — Frequency once per day Effect The ximtal attempts to isolate its enemy's companions, forcing an impression that each creature's friends and allies have vanished and they are all alone against an insurmountable threat. The ximtal chooses up to four creatures, each of whom must be adjacent to one other target. Each target must attempt a DC 38 Will save. On a failure, a target becomes out of phase with all allies. The affected creatures can't perceive their allies or interact with them in any way, and they can move into allies' spaces as if their allies simply weren't there. Allies similarly can't perceive or interact with the affected creatures with one exception: an ally can target an affected creature with Cleanse Affliction to remove the effects. Every 24 hours, an affected creature can attempt a new saving throw to end this effect.
Sensory Fever (disease) — A ximtal's withering attacks cause a debilitating disease targeting the senses Saving Throw DC 36 Fortitude Stage1 creature loses one sense determined randomly: taste, smell, hearing, or sight (1 day) Stage 2 creature loses an additional sense from the stage 1 list (1 day) Stage 3 creature loses an additional sense from the stage 1 list (1 day) Stage 4 creature loses the last sense from the stage 1 list and any special senses, such as tremorsense or lifesense (1 day) Stage 5 all lost senses are permanent unless restored via Sound Body or a similar effect.
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.

Spells

Desiccate (rank 8)
Quandary (rank 8)
Truesight (Constant) (rank 6)
Fly (Constant) (rank 4)
Suggestion (At Will) (rank 4)
Detect Magic (rank 1)
Fear (At Will) (rank 1)

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