Tumblak

Level 18
Creature· evilRareMediumLegacy
AC
42
HP
305
Speed
0 ft.
Perception
+33
Fort
+33
Ref
+28
Will
+31
Immunities disease, fear-effects, poison, precision
Resistances physical 15
Weaknesses holy 15
Languages chthonian, diabolic, empyrean, requian
Senses darkvision, truesight 60 ft.
Skills athletics +35, intimidation +35, deception +31, stealth +31, religion +29
Other Speeds fly 40 ft.
Recall Knowledge DC 43 (religion)

Attacks

Melee Fist +35 (magical, reach, reach 10 ft., unarmed, unholy), Damage 3d12+17 bludgeoning plus 2d6 spirit

Abilities

Telepathy 100 feetinteraction
Constant Spellsinteraction
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

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

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

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 .

Skip Between

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.