Kimenhul

Level 20
Creature· fiendHugeRemaster
AC
45
HP
425
Speed
45 ft.
Perception
+35
Fort
+33
Ref
+32
Will
+35
Immunities death-effects, fear-effects
Weaknesses holy 20
Languages chthonian, diabolic, empyrean, requian
Senses darkvision, truesight 60 ft.
Skills deception +38, acrobatics +36, stealth +36, religion +35, athletics +34, arcana +33, occultism +33
Other Speeds climb 25 ft.
Recall Knowledge DC 40 (religion)

Attacks

Melee Jaws +38 (magical, reach 15 ft., unarmed, unholy), Damage 4d12+18 piercing plus 3d6 spirit
Melee Claw +38 (agile, magical, reach 15 ft., unarmed, unholy), Damage 4d8+18 slashing plus 3d6 spirit

Abilities

Telepathy 100 feetinteraction
Easy to Callinteraction

A kimenhul'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 Spellsinteraction
All-Around Vision
Feed on Fear

The kimenhul regains 30[healing] Hit Points at the start of its turn as long as any Frightened creature is within 100-foot area of it.

Reactive Strike (Special)

If the triggering creature is frightened, the kimenhul can make two claw Strikes against the creature instead of one Strike.


Eternal Fear◆◆

The kimenhul contorts its faces and presents itself to its enemies in a terrifying and traumatic display that causes lingering fear. Each creature within 100 feet that can observe the kimenhul must make a DC 42 will save.

They are then temporarily immune for 10 minutes.


Critical Success The target is unaffected.

Success The target becomes Frightened 3.

Failure The target becomes Frightened 3 and is Fleeing as long as it's frightened. Even after recovering from the initial experience

Frightening Flurry◆◆

The kimenhul makes one jaws Strike and two claw Strikes against a single target, in any order. The target becomes Frightened with a condition value equal to the number of Strikes that hit it, to a maximum of frightened 3 if all three Strikes hit.

Rend

Claw


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.

Snatch Between

When using Skip Between, the kimenhul can bring along any creatures it has Grabbed.

Unsettled Mind

Any creature affected by any of a kimenhul's mental spells or abilities becomes Stupefied 3 for the duration of that effect and for thereafter.

Improved Grab

Among the strongest of their kind aside from the sahkil tormentors, kimenhuls work their craft to foment despair in those who fear failure, forming cycles of self-loathing. These powerful sahkils focus their attention on mortals who are seemingly at the peak of their ability yet harbor secret fears of inadequacy. A kimenhul's predations can leave an indelible mark on its victims. The kimenhul whispers threats and sends fears of crushing failure to its prey, seemingly originating from their own minds, a trauma that can be difficult to bear without help. These sahkils torment their prey as long as the hapless victims live, using their Eternal Fear ability every day to psychically remind their previous victims of their failings.

Some unique kimenhuls find themselves in a position of leadership in Xibalba, where they carve out their own small kingdoms and direct groups of sahkils to help them find mortals to torment. They rule these nightmare kingdoms through terror, often delighting in tormenting new petitioners or scheming ways to work against their immortal foes.


Ages ago, when this cycle of the multiverse was still adolescent, a cabal of psychopomps who already felt bored and restrained in their role of ushering souls to their ultimate resting place rebelled against their station. It was this corruption of the cycle of souls that spawned the first sahkils.

Ambivalent to the prescribed order of the multiverse and spiteful of mortals, sahkils delight in spreading fear and unease to all beings, clogging up the metaphysical cycle with anxiety-ridden mortals too scared to achieve their potential. These fiends have drastically changed from their dedicated psychopomp predecessors. They are creatures of spite and torment, fear and disgust. They exploit the most common and rare fears for their own perverse satisfaction, and they want nothing more than to frighten mortals and make them question their reason for existence.

Most sahkils lurk on the Ethereal Plane, but they frequently invade the Material Plane to torment mortals and spread terror. They use their innate ability to slip between the veils of the Ethereal and Material effortlessly, often stalking their targets for days or weeks before enacting their devious plots.