Penqual

Level 15
Creature· evilUncommonHugeLegacy
AC
37
HP
205
Speed
40 ft.
Perception
+27
Fort
+29
Ref
+24
Will
+27
Immunities death-effects, fear-effects, swarm-mind
Resistances physical 10
Weaknesses area-damage 10, splash-damage 10
Languages chthonian, diabolic, empyrean, requian
Senses darkvision
Skills deception +31, intimidation +31, performance +27, society +27, acrobatics +26, athletics +26
Recall Knowledge DC 36 (religion)

Abilities

Telepathy 100 feetinteraction
Easy to Callinteraction

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 Spellsinteraction
+1 Status to All Saves vs. Magic
Swarm Mind
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.

Effect: Crush of Hundreds

Frantic Grasp

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

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