Sahkil

Medium fiend (sahkil), neutral evil

Armor Class 18 (natural armor)
Hit Points 110 (13d8 + 52)
Speed 50 ft., climb 50 ft.

STR DEX CON INT WIS CHA
20 (+5) 11 (+0) 19 (+4) 12 (+1) 10 (+0) 15 (+2)

Skills Intimidation +6, Perception +4, Stealth +4
Damage Resistances cold, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 14
Languages Abyssal, Celestial, Infernal, Telepathy 100 ft.
Challenge 9 (5,000 XP)

SPECIAL TRAITS

  • Innate Spellcasting. The zohanil’s innate spellcasting ability is Charisma. The zohanil can innately cast the following spells, requiring no material components:
  • Fear Gaze. When a creature that can see the zohanil’s eyes starts its turn within 30 feet of the zohanil, the zohanil can force it to make a DC 14 Wisdom saving throw if the zhohanil isn’t incapacitated and can see the creature. If the saving throw fails the target is frightened while in the presence of the zohanil. The target may repeat the saving throw at the end of its turn, and on a success, is immune to this particular zohanil’s fear gaze for the next 24 hours.
  • Magic Resistance. The zohanil has advantage on saving throws against spells and other magical effects.
  • Magic Weapons. The zohanil’s weapon attacks are magical.

ACTIONS

  • Multiattack. The zohanil makes one bite and two talon attacks, or it makes one melee attack and teleports before or after the attack.
  • Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. If the target is a creature, it must succeed on a DC 18 Constitution saving throw or become poisoned for 1 minute. While poisoned it takes 5 (2d4) poison damage at the start of each of its turns due to the fiendish poison. Each time the zohanil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (2d4). The fiendish poison is cured if the target receives magical healing. A creature that fails this saving throw by more than 5 has its reflexes deadened and has disadvantage on Dexterity and Wisdom saving throws and ability checks while poisoned.
  • Talon. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) piercing damage. Teleport. The zohanil magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
Section 15: Copyright Notice

Legendary Planet Adventure Path (5E) © 2020, Legendary Games; Authors: Matt Goodall, Jim Groves, Steven T. Helt, Tim Hitchcock, Jason Nelson, Richard Pett, Tom Phillips, Mike Shel, Neil Spicer, Mike D. Welham

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