Aether Elementals
This strange entity is formed from interwoven, translucent threads of an unusual multicolored material.
Aether elementals are made of living aether, the rare fifth element that arises on the Ethereal Plane near the borders of the Elemental Planes.
N Small (aether, , )
N Medium (aether, , )
N Large (aether, , )
N Huge (aether, , )
N Huge (aether, , )
N Huge (aether, , )
Aether Wysp
This translucent orb emits a hauntingly beautiful hum, evoking an otherworldly blend of ethereal and elemental energies.
Wysps are five races of tiny elemental beings. Aether wysps were the first wysps, born of the same convergence between ethereal and elemental that spawned the aether element. For a time, the first wysps roamed the Ethereal and Elemental Planes freely in symphonies led by exuberant wysp conductors, playing out the otherworldly music of their resonances, but soon the elemental lords discovered the value of wysps as minions, and bred them into new races to support their forces in battle. Today, most wysps do their best to support allies, even giving their lives for their masters. Free symphonies of wysps still exist on their home planes and the Material Plane, though the enslavement of their kind has made them shy. Even in the harshest servitude, wysps retain their curious nature and intelligence. When free to act as they please, they are playful and carefree, with mild differences in personality between the elements. Aether wysps are shy and mysterious Wysps happily offer their services to kind allies, though generally only elementally attuned creatures, kineticists, and spellcasters who summon elementals can make much use of a wysp’s assistance. A 7th-level spellcaster who has the Improved Familiar feat can gain a wysp as a familiar.
N Tiny (aether, )
Init +7; Senses 60 ft.; Perception +7
Aura resonance (30 ft.)
DEFENSE
AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 22 (3d10+6)
Fort +5, Ref +6, Will +2
OFFENSE
Speed 60 ft. (good)
Melee 2 tendrils +10 (1d3+2)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 10, Dex 17, Con 14, Int 10, Wis 13, Cha 13
Base Atk +3; +4; CMD 14 (can’t be tripped)
Feats Improved Initiative, Weapon Finesse
Skills Bluff +7, Disable Device +9, Fly +15, Knowledge (planes) +4, Perception +7, Sense Motive +6, Sleight of Hand +9, Stealth +17
Languages Aquan, Auran, Ignan, Terran
SQ lesser telekinesis, living battery, servitor
ECOLOGY
Environment any (Ethereal Plane)
Organization solitary, cloud (3–8), symphony (10–40 plus 1 wysp conductor), or retinue (1–6 plus a powerful elemental creature)
Treasure none
SPECIAL ABILITIES
Lesser Telekinesis (Su) By extending its strands of aether, an aether wysp can move small objects at a distance, as per mage hand except that lesser telekinesis is a supernatural ability and can move magical or nonmagical objects weighing up to 10 pounds.
Living Battery (Ex) As an immediate action, a wysp can kill itself to cause a creature benefiting from its resonance to heal 2 hit points for each of that creature’s HD. If the wysp uses this ability, its death can’t be prevented, and its life can’t be restored by any effect less than true resurrection, miracle, or wish, even if such an effect can normally revive an outsider.
Resonance (Ex) A wysp’s natural resonance strengthens the power of its element. The wysp grants a +2 competence bonus on attack rolls and damage rolls to all creatures within 30 feet with an elemental subtype that matches the wysp’s, and to the DCs of all racial spell-like, supernatural, and extraordinary abilities of such creatures (as usual, this does not include creatures assuming an elemental form). Kineticists within 30 feet who share the wysp’s element gain a +1 competence bonus on attack rolls and damage rolls. The wysp’s statistics already include these bonuses.
Servitor (Ex) A wysp is a natural servitor. When it uses the aid another action to assist a creature benefiting from its resonance, the wisp can grant that creature a +4 bonus instead of +2. No other effect can increase this bonus beyond +4.
Esipil
This creature’s stout canine torso tops a slimy mass resembling an earthworm. Disgusting veins dangle from its face.
Esipils prey upon the unease that comes from living among beasts. The civilized world has domesticated animals, but those creatures are just a step away from wild animals, and esipils make sure that humanoids who live around them remember that. They ingratiate themselves with humanoids (particularly neutral evil spellcasters who might take them on as familiars) by acting like loving pets. They then delight in aggressive episodes, barking and snapping until called down by their masters. They return to a fawning obedience for a time—until the next inevitable outburst. Instead of gnashing jaws, an esipil’s bite involves a lashing mass of fleshy veins and viscera that can grasp at its opponent. Esipils use this attack to distract their opponents, savaging entangled victims with their vicious claw attacks until their masters pull them away. Although an esipil’s ability to frighten its victims is potent, it relies on its cause fear spell-like ability only when grossly outnumbered, outmatched, or greatly injured. Esipils like to fight and scrap with nearly anything, and prefer that their victims not simply flee in terror, as they wish to savor the fear. Esipils use their telepathic abilities to harass would-be opponents into attacking them first, flinging mental taunts that are vulgar and disconcerting. Once they engage, they are resilient and dogged fighters. An esipil stands 1 foot tall at the shoulder, and its thin, wormlike body stretches nearly 3 feet long. An esipil weighs around 13 pounds. Though they make unruly companions, esipils actually enjoy serving those mightier than themselves, taking pride in their masters’ power, even if they continue to snap and snarl when given commands. A neutral evil spellcaster of at least 7th level who takes the Improved Familiar feat can select an esipil as a familiar.
NE Tiny (, , sahkil)
Init +7; Senses 60 ft., ; Perception +7
DEFENSE
AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
hp 19 (3d10+3)
Fort +4, Ref +4, Will +4
5/good; death effects, disease, fear effects, poison; cold 10, electricity 10, sonic 10
OFFENSE
Speed 30 ft.
Melee bite +4 (1d4–1 plus ), 2 claws +4 (1d3–1)
Special Attacks bewildering assault, grab (Small), look of fear (30 ft., DC 14), spirit touch
(CL 3rd; concentration +4)
At will—cause fear (DC 14), mage hand
3/day—mirror image
1/week—contact other plane
STATISTICS
Str 8, Dex 16, Con 13, Int 9, Wis 12, Cha 12
Base Atk +3; +4; CMD 13
Feats Improved Initiative, Skill Focus (Intimidate)
Skills Acrobatics +9, Intimidate +10, Knowledge (planes) +5, Perception +7, Stealth +17
Languages Abyssal, Celestial, Common, Infernal; (touch)
SQ (tiny cat or dog; beast shape II), easy to call, emotional focus
ECOLOGY
Environment any (Ethereal Plane)
Organization solitary or pack (2–12)
Treasure standard
SPECIAL ABILITIES
Bewildering Assault (Su) If an esipil makes a successful critical hit with one of its natural attacks, the target is confused for 1 round.
Easy to Call (Ex) Sahkils count as having 4 fewer Hit Dice (minimum 2) for purposes of spells or effects that call outsiders, such as planar binding. However, they receive a racial bonus equal to 1/2 their Hit Dice on Charisma checks to break free of planar binding spells and similar effects, and their spell resistance counts as if it were 5 higher for the purpose of breaking free of planar binding spells and similar effects.
Emotional Focus (Ex) Whenever a sahkil casts a spell or uses a spell-like ability or effect with the emotion or fear descriptors that allows a save, the DC is increased by 2.
Look of Fear (Su) All sahkils have a gaze attack with a range of 30 feet (though when a sahkil is on the Ethereal Plane, it functions against creatures on the Material Plane that can see ethereal creatures), and can be negated by a Will save. A creature affected by an esipil’s gaze is shaken for 1 round. All sahkils are immune to their own look of fear and that of other sahkils. This is a mind-affecting fear effect. The save DC is Charisma-based and includes the +2 bonus from the sahkil’s emotional focus ability.
Spirit Touch (Ex) A sahkil’s natural weapons, as well as any weapon it wields, are treated as though they had the ghost touch weapon special ability.
Thought Eater
A nimbus of glowing, intangible matter envelops this strange skeletal creature with a birdlike beak.
These tiny predators of thought live almost their entire lives on the Ethereal Plane. They are so tied to that place that without its energy, a thought eater’s psychic power begins to deplete, until finally the very fabric of its own personal reality breaks down and it fades out of existence. But while the Ethereal Plane is necessary for thought eaters’ continued existence, its vastness and relative lack of prey force thought eaters to sometimes hunt on the Material Plane. Such trips are often gluttonous affairs, as the thought eaters must not only gain sustenance, but also gain enough nourishment to stave off their rapid psychic and physical decay in that hostile environment. Normally, thought eaters are fairly single-minded, but the inherent danger in their forays to the Material Plane makes them eager for easy meals. Someone who takes the time to provide consistent easy meals for a thought eater can expect the creature to follow her on the Ethereal Plane, watching for its next feeding time. Given that every minute on the Material Plane is strenuous for a thought eater, such a person is unlikely to receive much conversation from the creature trailing her, but if something threatens the safety of its food source, the thought eater may be moved to protect its companion. In this case, the thought eater uses its daze monster ability to help the person escape and may even be motivated to cast resist energy on her. If this bizarre and alien friendship continues for long enough, the thought eater may even choose to assist in identifying magic items—when properly compensated, of course.
N Tiny ()
Init +8; Senses 60 ft.; Perception +8
DEFENSE
AC 16, touch 16, flat-footed 12 (+4 Dex, +2 size)
hp 18 (4d8)
Fort +1, Ref +5, Will +5
Defensive Abilities ethereal body
OFFENSE
Speed 10 ft., 30 ft. (perfect)
Melee bite +9 (1d3–3 plus eat thoughts)
Space 2-1/2 ft.; Reach 0 ft.
(CL 4th; concentration +6)
5 PE—identify (1 PE), daze monster (2 PE, DC 14), detect thoughts (2 PE, DC 14), resist energy (2 PE)
STATISTICS
Str 4, Dex 19, Con 10, Int 7, Wis 12, Cha 15
Base Atk +3; CMB +5; CMD 12
Feats Improved Initiative, Weapon Finesse
Skills Fly +16, Perception +8, Stealth +19
Languages Aklo (can’t speak); 30 ft.
SQ ethereal passage
ECOLOGY
Environment any (Ethereal Plane)
Organization solitary or group (1–3)
Treasure none
SPECIAL ABILITIES
Eat Thoughts (Su) A living and corporeal creature that takes damage from a thought eater’s bite loses some of its thoughts, as the thought eater drains them to nourish itself. If the victim is a spellcaster, she loses a single spell prepared, or a single unused spell slot (if she is a spontaneous spellcaster) of 1st level or higher. A spellcaster chooses which spell or spell slot she loses from this ability. If the victim is not a spellcaster or has no prepared spells or unused spell slots of 1st-level or higher, on a failed saving throw this ability instead deals 1 point of Intelligence, Wisdom, or Charisma damage (victim’s choice). When a creatures loses a spell slot or takes ability damage from this ability, the thought eater gains 1 PE (up to a maximum of its total daily PE; 5 for most thought eaters).
Ethereal Body (Su) A thought eater’s skin and organs are composed primarily of ethereal tissue. The thought eater takes half damage from nonmagical weapons, but is affected normally by magic weapons and spells. For every minute the thought eater remains on a plane other than the Ethereal Plane, it must spend 1 PE or take 1d6 points of damage as its body begins to dissipate.
Ethereal Passage (Sp) A thought eater can move from the Ethereal Plane to the Material Plane as a move action, and can move from the Material Plane to the Ethereal Plane as a full-round action. Moving from the Material Plane to the Ethereal Plane costs the thought eater 1 PE, although moving from the Ethereal Plane to the Material Plane does not. Both forms of movement provoke attacks of opportunity.
Unfettered Phantom
This strange ghostly creature seems to writhe in the throes of some uncontrollable emotion.
Willful fugitives of the Negative Energy Plane’s dread gravity, phantoms are escaped souls of humanoid creatures in desperate search of a psychically attuned being with whom to merge—such a merger creates a spiritualist. Every phantom harbors a strong emotion that tears it from the normal path of souls seeking final judgment and reward. This dominant emotion empowers the phantom’s slam attack and can manifest in more potent forms when this creature merges with a spiritualist, but it also serves as a weight that drags the phantom into the Ethereal Plane and toward the Negative Energy Plane. Until an unfettered phantom finds a refuge, it is a frantic and shifting thing, a desperate creature of raw emotion and need.
N Medium (phantom)
Init +3; Senses 60 ft.; Perception +8
DEFENSE
AC 18, touch 14, flat-footed 14 (+3 Dex, +1 dodge, +4 natural) or
AC (incorporeal) 18, touch 18, flat-footed 14 (+3 Dex, +4 deflection, +1 dodge)
hp 42 (5d10+15)
Fort +7, Ref +4, Will +4
5/slashing; mind-affecting effects
OFFENSE
Speed 35 ft.
Melee 2 slams +8 (1d8+3)
Special Attacks phantasmagoric slam (anger)
STATISTICS
Str 16, Dex 16, Con 17, Int 10, Wis 11, Cha 13
Base Atk +5; +8; CMD 21
Feats Dodge, Fleet, Power Attack, Run
Skills Acrobatics +11, Fly +11, Intimidate +9, Perception +8, Sense Motive +8, Stealth +11
Languages Common
SQ incorporeal step
ECOLOGY
Environment any (Ethereal Plane or Material Plane)
Organization solitary, pair, or flock (3–6)
Treasure none
SPECIAL ABILITIES
Incorporeal Step (Su) When an unfettered phantom moves more than 5 feet, it becomes incorporeal until it stops moving.
Phantasmagoric Slam (Su) An unfettered phantom’s attacks are considered magic weapons for the purpose of overcoming damage reduction. Its slams have an additional effect based on its emotional focus. Each phantom has one of the following emotional foci. This phantom’s emotional focus is anger, and is already reflected in the statistics above. The DCs for the slam’s effects are Charisma-based.
Anger: An anger unfettered phantom’s slam attack deals damage equal to 1d8 + its Strength modifier instead of the normal amount of damage (1d6 + its Strength modifier).
Dedication: When a dedication unfettered phantom hits a creature with its slam attack, it gains a +2 bonus to its AC against that creature for 1 round. If the unfettered phantom hits the same creature multiple times, this bonus stacks.
Despair: A creature hit by a despair unfettered phantom’s slam attack must succeed at a Will saving throw (DC 13) or take a –2 penalty on attack rolls and damage rolls for 1 round.
Fear: A creature hit by a fear unfettered phantom’s slam attack must succeed at a DC 13 Will saving throw or become shaken for 1d4 rounds.
Hatred: A hatred unfettered phantom gains a +1 bonus on attack rolls and damage rolls with its slam attack against the creature that most recently harmed it.
Jealousy: A jealousy unfettered phantom gains sneak attack +1d6 when using its slam attack.
Zeal: A zeal unfettered phantom’s slam attack has a critical threat range of 19–20 and a critical multiplier of ×3.
Hypnalis
Seeming to phase in and out of existence, this ophidian creature has a great striped hood like a cobra.
Sometimes called an ether serpent, a hypnalis resembles a snake the size of a python sporting a hood like that of a cobra with gray stripes. The creature’s fangs carry a potent venom that is not only deadly, but can force creatures off the Ethereal Plane. While other denizens of the Ethereal Plane focus their attention on warring with each other, spying on others, or feeding on dreams, a hypnalis hunts those not native to its plane. Different hypnalises deal with such interlopers in their own ways. Some sinister or young and hotheaded hypnalises hunt such trespassers for sport, tormenting them for a while before killing them or expelling them to the Material Plane. Other older or inquisitive hypnalises are more curious about such strangers and pragmatic in their dealings with them, approaching interlopers in attempts to find out their method for traveling to the Ethereal Plane and whether or not they can return. If they can, these hypnalises might request that these interlopers leave, backing such requests with threats if the interlopers seem uncooperative. If the interlopers don’t have a method to return to their home, some rare good-natured hypnalises may help them find a way to leave the Ethereal Plane without using its poison. Even when this is the case, hypnalises are wary creatures, and are always on guard against treachery. A hypnalis is approximately 8 feet long and weighs about 20 pounds.
N Medium ()
Init +6; Senses 60 ft.; Perception +11
DEFENSE
AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
hp 59 (7d10+21)
Fort +5, Ref +7, Will +6
OFFENSE
Speed 40 ft., 60 ft. (good)
Melee bite +13 (1d6+9 plus and poison)
Special Attacks (1d6+9), poison, sneak attack +2d6
STATISTICS
Str 22, Dex 15, Con 16, Int 7, Wis 13, Cha 10
Base Atk +7; +13 (+17 grapple); CMD 25 (can’t be tripped)
Feats Blind-Fight, Improved Initiative, Skill Focus (Stealth), Shadow Strike
Skills Bluff +10, Fly +10, Perception +11, Sense Motive +10, Stealth +15
Languages Aklo
SQ ghost touch fangs, phasing
ECOLOGY
Environment any (Ethereal Plane)
Organization solitary, pair, or nest (3–7)
Treasure none
SPECIAL ABILITIES
Ghost Touch Fangs (Su) A hypnalis’s bite attack is treated as if it has the ghost touch special weapon quality.
Phasing (Su) A hypnalis can shift from the Ethereal Plane to the Material Plane as a free action and shift back again as a move action (or part of a move action). The ability is otherwise identical to ethereal jaunt (CL 15th).
Poison (Su) If a hypnalis poisons an ethereal creature while on the Ethereal Plane (including creatures under the effects of spells or effects that grant etherealness such as ethereal jaunt), the creature is immediately forced onto the Material Plane and takes the specified Constitution damage. Creatures on the Material Plane are affected by this poison as normal.
Hypnalis Venom: Bite—injury; save Fort DC 16; frequency 1/round for 6 rounds; effect 1d3 Con and effects listed above; cure 2 consecutive saves. The save DC is Constitution-based.
Wihsaak
Buzzing wings hold this gaunt creature just above the ground. A grasshopper serves as the creature’s head.
Wihsaaks prey on the fear of creeping, crawling, and buzzing insects. Instead of whispering from the shadows, wihsaaks blatantly present their unnerving insectile forms to frighten and demoralize humanoid mortals. Wihsaaks use their suggestion spell-like ability to coerce victims into terrifying circumstances and make them believe that their horrific actions are their own ideas. Wihsaaks savor their targets’ fear, drawing it out whenever possible. When facing a group of enemies, wihsaaks don’t immediately attack foes affected by their fear effects, and instead try to frighten all possible enemies before delivering the killing blows so as to properly season their prey in terror. When these sahkils do finally attack, their claws rip and tear flesh as easily as paper. Wihsaaks stand 7 feet tall, have a 5-foot wingspan, and weigh around 170 pounds.
NE Medium (, , sahkil)
Init +7; Senses 60 ft., ; Perception +12
DEFENSE
AC 20, touch 14, flat-footed 16 (+3 Dex, +1 dodge, +6 natural)
hp 68 (8d10+24)
Fort +5, Ref +9, Will +7
10/good; death effects, disease, fear effects, poison; cold 10, electricity 10, sonic 10; 17
OFFENSE
Speed 50 ft., 80 ft. (perfect)
Melee 4 claws +12 (1d6+3)
Special Attacks droning madness, look of fear (30 ft., DC 18), spirit touch
(CL 8th; concentration +10)
At will—blur, detect magic, greater teleport (self plus 50 lbs. of objects only), vomit swarm
1/day—see invisibility, suggestion (DC 15), unholy blight (DC 16)
STATISTICS
Str 16, Dex 17, Con 16, Int 11, Wis 12, Cha 14
Base Atk +8; +11; CMD 25
Feats Combat Reflexes, Dodge, Improved Initiative, Weapon Focus (claw)
Skills Acrobatics +10, Bluff +10, Fly +15, Intimidate +11, Knowledge (local) +7, Knowledge (planes) +7, Perception +12, Sense Motive +12, Stealth +14
Languages Abyssal, Celestial, Infernal; 100 ft.
SQ easy to call, emotional focus, skip between, swarmwalking
ECOLOGY
Environment any (Ethereal Plane)
Organization solitary or swarm (2–12)
Treasure standard
SPECIAL ABILITIES
Droning Madness (Ex) As a standard action, a wihsaak can beat its wings in a way that creates a maddening droning sound that numbs the mind of all intelligent creatures within 100 feet. Creatures within this area must succeed at a DC 16 Will save or become confused for 1 round. The wihsaak can maintain this effect in subsequent rounds as a move action. This is a sonic mind-affecting effect, and the save DC is Charisma-based.
Easy to Call (Ex) Sahkils count as having 4 fewer Hit Dice (minimum 2) for purposes of spells or effects that call outsiders, such as planar binding. However, they receive a racial bonus equal to 1/2 their Hit Dice on Charisma checks to break free of planar binding spells and similar effects, and their spell resistance counts as if it were 5 higher for the purpose of breaking free of planar binding spells and similar effects.
Emotional Focus (Ex) Whenever a sahkil casts a spell or uses a spell-like ability or effect with the emotion or fear descriptors that allows a save, the DC is increased by 2.
Look of Fear (Su) All sahkils have a gaze attack with a range of 30 feet (though when a sahkil is on the Ethereal Plane, it functions against creatures on the Material Plane that can see ethereal creatures), and can be negated by a Will save. A creature affected by a wihsaak’s gaze is shaken for 1d4 rounds. All sahkils are immune to their own look of fear and that of other sahkils. This is a mind-affecting fear effect. The save DC is Charisma-based and includes the +2 bonus from the sahkil’s emotional focus ability.
Skip Between (Su) Many sahkils can shift between the Ethereal Plane and the Material Plane as a move action. This ability is otherwise identical to ethereal jaunt (CL 15th).
Spirit Touch (Ex) A sahkil’s natural weapons, as well as any weapon it wields, are treated as though they had the ghost touch weapon special ability.
Swarmwalking (Su) A wihsaak is immune to damage or distraction effects caused by swarms.
Xill
This flame-red humanoid appears to be a strange mix of insect and reptile, with four arms and twitching, fanged mandibles.
Xills are the scourge of the Ethereal Plane, conquering everything in their paths with only one purpose: to perpetuate their race at the expense of others. All xills are female and capable of fertilizing their own eggs, but require living hosts to incubate these eggs, which they inject into paralyzed victims by means of a grotesque ovipositor normally kept retracted behind their mandibles. Evil and alien, the plane-shifting xills possess impressive intelligence and a totalitarian, militaristic culture all their own. Though they see most other life forms as incubators, they particularly prize phase spiders for this purpose.
LE Medium (, )
Init +8; Senses 60 ft.; Perception +13
DEFENSE
AC 21, touch 14, flat-footed 17 (+4 Dex, +5 natural, +2 shield)
hp 67 (9d10+18)
Fort +8, Ref +10, Will +6 17
OFFENSE
Speed 40 ft.
Melee short swords +13/+13/+8 (1d6+3/19–20), claw +13 (1d4+3 plus grab), bite +7 (1d3+1 plus paralysis), or 4 claws +13 (1d4+3 plus ), bite +12 (1d3+3 plus paralysis)
Ranged 2 longbows +13 (1d8/×3)
Special Attacks implant, (1d4 hours, DC 16)
STATISTICS
Str 17, Dex 18, Con 14, Int 15, Wis 12, Cha 11
Base Atk +9; +12 (+16 grapple); CMD 26
Feats Combat Reflexes, Improved Initiative, Iron Will, Weapon Focus (claw, short sword)
Skills Acrobatics +16, Bluff +12, Intimidate +12, Knowledge (arcana) +14, Knowledge (planes) +14, Perception +13, Sense Motive +13, Stealth +14
Languages Common, Infernal
SQ multiweapon mastery, planewalk
ECOLOGY
Environment any (Ethereal Plane)
Organization solitary, pair, or gang (3–6)
Treasure standard (heavy steel shield, 2 short swords, 2 longbows with 40 arrows, other treasure)
SPECIAL ABILITIES
Implant (Ex) As a standard action, a xill can lay 2d6 eggs in a helpless creature. A xill’s eggs hatch in 24 hours, at which point the young consume the host from within, inflicting 1 point of Con damage per hour per young until the host dies. The young then emerge and planewalk to the Ethereal Plane, if possible, to mature. A remove disease spell (or similar effect) rids a victim of all implanted eggs or active young, or they can be cut out one at a time with DC 20 Heal checks (each attempt takes 10 minutes). If a check fails, the healer can try again, but each attempt (successful or not) deals 1d4 points of damage to the patient.
Multiweapon Mastery (Ex) A xill never takes penalties to an attack roll when fighting with multiple weapons, and treats claws as primary attacks even when also wielding weapons.
Planewalk (Su) A xill can shift from the Ethereal Plane to the Material Plane as a move action. Shifting from the Material Plane to the Ethereal Plane takes 2 consecutive full-round actions, during which time the xill is immobile. As a xill fades away, it becomes harder to hit: opponents have a 20% miss chance in the first round and a 50% miss chance in the second. A xill can take a single willing or helpless creature with it when it switches planes.
Hound of Tindalos
This gaunt, long-limbed quadruped has huge, soulless eyes and a toothy maw. The lean creature moves with a predatory grace.
Hounds of Tindalos are otherworldly predators from beyond the bounds of known reality, usually appearing only when summoned by reckless spellcasters. Little is known about their nature outside of blood-spattered notes and deranged writings of the nearly insane survivors of their attacks. Although possessed of great cunning and cruel intellect, the hounds show no evidence of understanding or communicating with mortals. They enter the physical world on their own in pursuit of those who have trodden too much the netherways beyond time and reality—time travelers (be it physical travel or simply divinatory glimpses forward or backward in time) and creatures that teleport without regard to how this movement impacts subtle magical currents in the multiverse particularly draw their interest.
NE Medium (, )
Init +9; Senses 120 ft.; Perception +18
DEFENSE
AC 20, touch 15, flat-footed 15 (+5 Dex, +5 natural)
hp 85 (10d10+30)
Fort +10, Ref +12, Will +8
10/magic; mind-affecting effects, poison
OFFENSE
Speed 40 ft.
Melee bite +15 (2d6+3), 2 claws +15 (1d8+3)
Special Attacks ripping
(CL 10th; concentration +13)
Constant—air walk
At will—fog cloud, invisibility, locate creature
3/day—dimensional anchor, discern location, greater scrying (DC 20), haste, slow (DC 16)
STATISTICS
Str 17, Dex 21, Con 16, Int 16, Wis 21, Cha 16
Base Atk +10; +13; CMD 28 (32 vs. trip)
Feats Blind-Fight, Combat Reflexes, Improved Initiative, Vital Strike, Weapon Finesse
Skills Acrobatics +18 (+22 jump), Intimidate +16, Knowledge (arcana) +16, Knowledge (geography) +13, Knowledge (planes) +16, Perception +18, Sense Motive +18, Stealth +18, Survival +18
Languages Aklo
SQ angled entry, otherworldly mind
ECOLOGY
Environment any
Organization solitary or pack (2–12)
Treasure none
SPECIAL ABILITIES
Angled Entry (Su) Hounds of Tindalos move through the dimensions in ways other creatures cannot comprehend. They may use greater teleport (self only) once per round as a swift action and plane shift (self only) 3/day as a standard action (caster level 10th). A hound of Tindalos can use these powers anywhere, but its destination point must be adjacent to a fixed angle or corner in the physical environment, such as a wall, floor, or ceiling (as determined by the GM); temporary angles created by cloth, flesh, or small items are not sufficient. It cannot use these abilities to enter curved architecture or open outdoor environments.
Otherworldly Mind (Ex) Any non-outsider attempting to read the thoughts of a hound of Tindalos or communicate with it telepathically takes 5d6 points of nonlethal damage and must make a DC 18 Will save or become confused for 2d4 rounds. This is a mind-affecting effect. The save DC is Charisma-based.
Ripping Gaze (Su) 5d6 slashing damage, 30 feet, Fortitude DC 18 negates. A creature that succeeds on its save is immune to that hound’s gaze for 24 hours. Damage caused by a ripping gaze can be defeated by damage reduction, but it bypasses DR/magic and slashing. The save DC is Charisma-based.
Ichkoh
This monstrosity looks like a massive cockroach made from putrid hair. A humanoid face leers in place of an insectile head.
Ichkohs savor the fear of the failure of the flesh, and enjoy tormenting those who take pride in their bodies. When an ichkoh selects victims, it torments them with the knowledge of how they failed to maintain their bodies in their youth. Sometimes an ichkoh pursues a single creature for years, encouraging increasingly self-destructive behavior that, if allowed to continue, can drive a victim to suicide. An ichkoh stands 6 feet tall and weighs 140 pounds.
NE Medium (, , sahkil)
Init +8; Senses 60 ft., detect good, detect magic, , see invisibility; Perception +15
DEFENSE
AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural)
hp 85 (9d10+36)
Fort +9, Ref +10, Will +11
10/good; death effects, disease, fear effects, poison; cold 10, electricity 10, sonic 10; 18
OFFENSE
Speed 30 ft.
Melee 2 claws +15 (2d6+6)
Special Attacks fall apart, look of fear (30 ft., DC 21)
(CL 9th; concentration +14)
Constant—detect good, detect magic, see invisibility
At will—dimension door, invisibility, mage hand
3/day—alter self, blindness/deafness (DC 18), blur, inflict pain (DC 18)
1/day—enervation
STATISTICS
Str 22, Dex 19, Con 18, Int 12, Wis 17, Cha 21
Base Atk +9; +15; CMD 29 (33 vs. trip)
Feats Combat Reflexes, Great Fortitude, Improved Initiative, Iron Will, Skill Focus (Stealth)
Skills Acrobatics +16, Bluff +18, Knowledge (arcana) +13, Perception +15, Sense Motive +15, Spellcraft +13, Stealth +19
Languages Abyssal, Celestial, Infernal; 100 ft.
SQ easy to call, emotional focus, skip between, spirit touch
ECOLOGY
Environment any (Ethereal Plane)
Organization solitary, pair, or clot (3–12)
Treasure standard
SPECIAL ABILITIES
Easy to Call (Ex) Sahkils count as having 4 fewer Hit Dice (minimum 2) for purposes of spells or effects that call outsiders, such as planar binding. However, they receive a racial bonus equal to 1/2 their Hit Dice on Charisma checks to break free of planar binding spells and similar effects, and their spell resistance counts as if it were 5 higher for the purpose of breaking free of planar binding spells and similar effects.
Emotional Focus (Ex) Whenever a sahkil casts a spell or uses a spell-like ability or effect with the emotion or fear descriptors that allows a save, the DC is increased by 2.
Look of Fear (Su) All sahkils have a gaze attack with a range of 30 feet (though when a sahkil is on the Ethereal Plane, it functions against creatures on the Material Plane that can see ethereal creatures), and can be negated by a Will save. A creature affected by an ichkoh’s gaze is shaken for 1d4 rounds. All sahkils are immune to their own look of fear and that of other sahkils. This is a mind-affecting fear effect. The save DC is Charisma-based and includes the +2 bonus from the sahkil’s emotional focus ability.
Skip Between (Su) Many sahkils can shift between the Ethereal Plane and the Material Plane as a move action. This ability is otherwise identical to ethereal jaunt (CL 15th).
Spirit Touch (Ex) A sahkil’s natural weapons, as well as any weapon it wields, are treated as though they had the ghost touch weapon special ability.
Animate Dream
This indistinct figure suddenly takes on a nightmarish shape, not quite human or animal or fiend.
From time to time, when a powerfully imaginative sleeper wakes from a particularly vivid or unusual dream, a fragment of that dream lingers on the Ethereal Plane. To survive, this animate dream needs the power of living will, imagination, and emotion to sustain it. An animate dream seeks out mortal minds, appearing as a shadowy and often frightful dream figure. Its true appearance is vague and nebulous, but it reacts to the fears and emotions of those around it, taking on a nightmarish appearance that differs for each viewer. An animate dream can find satisfaction and sustenance by passing one of its ghostly limbs through a mortal’s body—the act infusing the mortal with negative energy that sates the animate dream’s unnatural hunger. But by forcing a creature into a state of sleep, terror, or both, the animate dream can gain a much more satisfying meal, feeding on the emotions released in such states. It uses its spell-like abilities to this end, for each creature it harms with its nightmares, drives temporarily insane with confusion or fear, or outright slays with phantasmal killer provides the monster with more nourishment. An animate dream forced to go for a long period of time without feeding does not starve to death, but does grow increasingly feral and violent in nature. Animate dreams sometimes associate with other creatures from the Ethereal Plane or that have associations with dreams and nightmares, such as night hags, phase spiders, and xills. Sometimes these alliances are mutually beneficial, but in many cases the animate dreams are treated as slaves. Night hags in particular like enslaving animate dreams, and sometimes use their essence as a component in creating heartstones.
NE Medium (, )
Init +4; Senses 60 ft.; Perception +17
DEFENSE
AC 20, touch 20, flat-footed 15 (+5 deflection, +4 Dex, +1 dodge)
hp 90 (12d10+24)
Fort +10, Ref +8, Will +12
Defensive Abilities ; 19
OFFENSE
Speed 40 ft. (perfect)
Melee incorporeal touch +16 (6d8 negative energy plus nightmare curse)
(CL 12th; concentration +17)
3/day—deep slumber (DC 18), dimension door, nightmare (DC 20)
1/day—confusion (DC 19), fear (DC 19), phantasmal killer (DC 19)
STATISTICS
Str —, Dex 18, Con 15, Int 10, Wis 15, Cha 21
Base Atk +12; +16; CMD 32
Feats Blind-Fight, Combat Casting, Dodge, Flyby Attack, Iron Will, Mobility
Skills Bluff +20, Fly +12, Intimidate +20, Knowledge (planes) +15, Perception +17, Sense Motive +17, Stealth +19
Languages 100 ft.
ECOLOGY
Environment any (Ethereal Plane)
Organization solitary
Treasure none
SPECIAL ABILITIES
Nightmare Curse (Ex) An animate dream’s touch puts horrifying visions in the target’s mind.
Curse—incorporeal touch; save Will DC 21; frequency 1/day; effect 1d4 Wisdom drain and target is fatigued; cure 3 consecutive saves or dispel evil, dream, or remove curse.
Horla
Depression and ennui accompany a barely perceptible sensation of something cold and smooth brushing against the skin.
Horlas are native to the Ethereal Plane. Although they have no inborn ability to traverse the boundaries between planes, all horlas seek ways to slip onto the Material Plane so they can feed on the hopes and dreams of humanoids. Once on the Material Plane, a horla selects a favored host to plague while remaining invisible, gaining nourishment by consuming hope and leaving the host wracked with ennui. The horla slowly drives its host mad by forcing him into increasingly destructive acts, yet it is always careful to issue its commands so that the repercussions are what cause lasting harm to a victim’s social life or relationships rather than the specific acts. When not invisible, a horla appears as spherical mass with several tentacles. A typical horla weighs 40 pounds.
CE Small ()
Init +9; Senses 60 ft.; Perception +18
DEFENSE
AC 18, touch 16, flat-footed 13 (+5 Dex, +2 natural, +1 size)
hp 104 (11d8+55)
Fort +8, Ref +8, Will +11
5/magic and slashing; fear, fire, poison, sleep
OFFENSE
Speed 30 ft. (good)
Melee 3 tentacles +15 (1d4+2)
Special Attacks command somnambulist, ennui, sneak attack +2d6
(CL 8th; concentration +12)
Constant—greater invisibility
At will—detect thoughts (DC 16), suggestion (DC 17)
3/day—crushing despair (DC 18)
1/day—charm monster (DC 18), deep slumber (DC 17), dominate person (DC 19), status (DC 16)
STATISTICS
Str 14, Dex 20, Con 21, Int 13, Wis 18, Cha 19
Base Atk +8; +12 (+14 disarm); CMD 24 (26 vs. disarm)
Feats Agile Maneuvers, Combat Expertise, Improved Disarm, Improved Initiative, Weapon Finesse, Weapon Focus (tentacle)
Skills Bluff +15, Fly +25, Perception +18, Sense Motive +15, Use Magic Device +15
Languages Aklo; absorb language; 200 ft.
ECOLOGY
Environment any (Ethereal plane)
Organization solitary, pair, or invasion (3–10)
Treasure standard
SPECIAL ABILITIES
Absorb Language (Ex) When a creature answers a horla’s telepathy, the horla can speak any languages known by that creature for 24 hours.
Command Somnambulist (Su) Once per day when a horla controls a sleeping creature via dominate person, it can cause the creature to wake and obey it for a number of hours equal to the horla’s Charisma modifier (4 hours for the typical horla). If the creature is allowed to return to sleep before this duration expires, it retains no memories of any of the activities it performed during that time.
Ennui (Su) Once per day as a standard action, a horla can target a sleeping creature within 30 feet with an insidious curse. The target can resist the ennui with a successful DC 19 Will save, but regardless of the result of the save, the target is not aware that it has been targeted by this subtle effect. If the victim fails this save, it takes a –2 penalty on ability checks, saving throws, and skill checks for 24 hours. This penalty is doubled to –4 on saving throws against fear effects and for concentration checks. This is a mind-affecting curse effect. The save DC is Charisma-based.
Pakalchi
Thorny vines with tiny red flowers grow from this emaciated woman and flow like a train behind her.
Pakalchis feed on the fear and insecurity of failing relationships. They delight in seeing social bonds shatter, as they know that mortals broken or set adrift by such conflicts are more susceptible to their malign influence. Consummate puppetmasters, pakalchis use their powers of domination to turn friends and lovers against each other, relishing how even a single word can cause an avalanche of destruction as panicked victims make their situations worse. Pakalchis then draw the despondent mortals to their sides, playing cat-and-mouse games and slowly increasing physical and psychological pressure until their quarry breaks. While they may sometimes work though intermediaries, these creatures prefer to personally witness the anxiety they cause. Pakalchis stand 7 feet tall and weigh 160 pounds.
NE Medium (, , sahkil)
Init +10; Senses 60 ft., , true seeing; Perception +13
DEFENSE
AC 22, touch 16, flat-footed 16 (+6 Dex, +6 natural)
hp 115 (11d10+55)
Fort +10, Ref +13, Will +10
10/good; death effects, disease, fear effects, poison; cold 10, electricity 10, sonic 10; 20
OFFENSE
Speed 30 ft.
Melee 2 claws +17 (1d6+6/19–20), 4 vines +15 (1d4+3 plus 1d4 bleed and poison)
Ranged 4 thorns +17 (1d4 plus bleed and poison)
Special Attacks (1d4), entangling train, look of fear (30 ft., DC 22), spirit touch, sudden strike, thorns
(CL 12th; concentration +17)
Constant—true seeing
At will—charm person (DC 16), detect magic, detect good, greater teleport (self plus 50 lbs. of objects only), protection from good
3/day—blink, calm emotions (DC 19), fly
1/day—dominate person (DC 20), (level 6, 1 wihsaak 40%)
STATISTICS
Str 22, Dex 23, Con 20, Int 15, Wis 16, Cha 21
Base Atk +11; +17; CMD 33
Feats Blind-Fight, Combat Reflexes, Great Fortitude, Improved Critical (claws), Improved Initiative, Multiattack
Skills Acrobatics +15, Bluff +15, Climb +16, Diplomacy +15, Intimidate +15, Knowledge (planes, religion) +13, Perception +13, Sense Motive +15, Spellcraft +10, Stealth +20
Languages Abyssal, Celestial, Common, Infernal; 100 ft.
SQ easy to call, emotional focus, skip between
ECOLOGY
Environment any (Ethereal Plane)
Organization solitary, pair, or plot (3–7)
Treasure standard
SPECIAL ABILITIES
Easy to Call (Ex) Sahkils count as having 4 fewer Hit Dice (minimum 2) for purposes of spells or effects that call outsiders, such as planar binding. However, they receive a racial bonus equal to 1/2 their Hit Dice on Charisma checks to break free of planar binding spells and similar effects, and their spell resistance counts as if it were 5 higher for the purpose of breaking free of planar binding spells and similar effects.
Emotional Focus (Ex) Whenever a sahkil casts a spell or uses a spell-like ability or effect with the emotion or fear descriptors that allows a save, the DC is increased by 2.
Entangling Train (Su) Creatures adjacent to a pakalchi must succeed at a DC 20 Reflex save or become entangled in its vines for 1 round, and count as tethered. Entangled creatures take vine damage automatically each round they’re entangled. Creatures are no longer entangled if the pakalchi moves away. The save DC is Constitution-based.
Look of Fear (Su) All sahkils have a gaze attack with a range of 30 feet (though when a sahkil is on the Ethereal Plane, it functions against creatures on the Material Plane that can see ethereal creatures), and can be negated by a Will save. A creature affected by a pakalchi’s gaze is panicked for 1 round and shaken for 1d4 rounds thereafter. A creature that successfully saves against this effect is only shaken for 1 round. The save DC is Charisma-based. All sahkils are immune to their own look of fear and that of other sahkils. This is a mind-affecting fear effect. The save DC is Charisma-based and includes the +2 bonus from the sahkil’s emotional focus ability.
Poison (Ex) Thorns—injury; save Fort DC 22; frequency 1/round for 6 rounds; effect 1d3 Wis damage; cure 2 consecutive saves. A creature with Wisdom damage from a pakalchi’s poison hears paranoid whispers warning of betrayal. It can’t treat any other creature as an ally or be a willing target for a spell or effect. This is an emotion effect.
Skip Between (Su) Many sahkils can shift between the Ethereal Plane and the Material Plane as a move action. This ability is otherwise identical to ethereal jaunt (CL 15th).
Spirit Touch (Ex) A sahkil’s natural weapons, as well as any weapon it wields, are treated as though they had the ghost touch weapon special ability.
Sudden Strike (Ex) Once per round, a pakalchi can extend the reach of one claw or thorned vine by 5 feet as part of a single attack. It can use this ability to threaten additional squares to cause an enemy to provoke an attack of opportunity.
Thorns (Ex) A pakalchi can fling a volley of poisonous thorns as a standard action (make an attack roll for each thorn). This attack has a range of 100 feet with no range increment.
Ether Drake
Bony plates cover the upper body of this dragon. Its lower frame has a glassy sheen, and bone wings protrude from its back.
Paragons among their kind, ether drakes once roamed the Ethereal Plane, where they gorged themselves on the aether at the edges of the Elemental Planes. In time, they returned to the Material Plane for reasons unknown. Lacking the malicious nature of most drakes, ether drakes are generally content to prey on animals. When an unwelcome creature enters their territory, ether drakes use their psychic abilities to create mental links between others of their kind to coordinate and strategize. Ether drakes measure 16 feet long from head to tail and weigh around 2,000 pounds.
N Large (aether)
Init +6; Senses 60 ft., , , 60 ft.; Perception +17
DEFENSE
AC 23, touch 11, flat-footed 21 (+2 Dex, +12 natural, –1 size)
hp 138 (12d12+60)
Fort +13, Ref +10, Will +12
paralysis, sleep; 21
OFFENSE
Speed 30 ft., 60 ft. (perfect)
Melee bite +21 (3d6+15/17–20/×3), tail slap +16 (2d6+5)
Space 10 ft.; Reach 10 ft.
(CL 12th; concentration +14)
10 PE—burst of adrenaline (1 PE), condensed ether (4 PE), mindlink (1 PE)
Special Attacks ether bite
STATISTICS
Str 30, Dex 15, Con 21, Int 8, Wis 15, Cha 14
Base Atk +12; +23; CMD 35
Feats Critical Focus, Improved Critical (bite), Improved Initiative, Iron Will, Lunge, Power Attack
Skills Fly +23, Intimidate +17, Perception +17, Stealth +13, Survival +17
Languages Draconic; 60 ft.
SQ etheric shift, speed surge
ECOLOGY
Environment any
Organization solitary, pair, or rampage (3–6)
Treasure standard
SPECIAL ABILITIES
Ether Bite (Ex) An ether drake applies 1-1/2 × its Strength modifier to damage dealt by its bite attack, and its bite threatens a critical hit on a roll of 19–20 and has a ×3 multiplier. An ether drake’s bite deals full damage to incorporeal creatures.
Etheric Shift (Ex) An ether drake can become ethereal (as the etherealness spell) once every 3 rounds as a swift action. The drake can activate this effect as a free action whenever it uses its speed surge ability, regardless of the number of rounds since the last time it used etheric shift. Once this ability is activated, the drake remains ethereal for 1 round.
Speed Surge (Ex) Three times per day as a swift action, an ether drake can draw on its draconic heritage for a boost of strength and speed that allows it to take an additional move action in that round.
Zohanil
This monster is vaguely humanoid, but stands on three legs. A foul liquid drips from the needlelike tips of its long, hooked arms.
Zohanils delight in haunting those who fear needles and invasive medical procedures. They also enjoy sowing addiction in hopes of heightening despair. A zohanil stands over 6 feet tall and weighs roughly 200 pounds.
NE Medium (, , sahkil)
Init +8; Senses 60 ft., detect good, detect magic, , see invisibility; Perception +19
DEFENSE
AC 25, touch 15, flat-footed 20 (+4 Dex, +1 dodge, +10 natural)
hp 138 (12d10+72)
Fort +14, Ref +8, Will +14
10/good; death effects, disease, fear effects, poison; cold 10, electricity 10, sonic 10; 21
OFFENSE
Speed 50 ft., 50 ft.
Melee bite +19 (1d10+7), 2 talons +19 (2d6+7/19–20 plus addiction)
Special Attacks look of fear (30 ft., DC 22)
(CL 10th; concentration +14)
Constant—detect good, detect magic, see invisibility
At will—greater teleport (self plus 50 lbs. of objects only)
3/day—foe to friend (DC 19), greater invisibility, overwhelming grief (DC 20), protection from good, suggestion (DC 17)
1/day—nightmare (DC 19)
STATISTICS
Str 25, Dex 18, Con 22, Int 15, Wis 18, Cha 19
Base Atk +12; +19; CMD 34 (36 vs. trip)
Feats Combat Expertise, Combat Reflexes, Dodge, Improved Critical (talon), Improved Initiative, Iron Will
Skills Acrobatics +19, Climb +30, Craft (alchemy) +17, Intimidate +19, Knowledge (arcana, planes) +11, Perception +19, Sense Motive +19, Stealth +19
Languages Abyssal, Celestial, Infernal; 100 ft.
SQ easy to call, emotional focus, skip between, spirit touch
ECOLOGY
Environment any (Ethereal Plane)
Organization solitary, pair, or gang (3–12)
Treasure standard
SPECIAL ABILITIES
Addiction (Ex) When a zohanil damages a creature with its talons, it injects the target with a severely addictive fluid that blurs vision and deadens reflexes. A creature can resist the effects of this injected toxin with a successful DC 22 Fortitude save. On a failed save, the victim takes a –2 penalty to all Wisdom- and Dexterity-based checks for 1 hour. After this hour passes, the penalty fades but the victim suffers the effects of withdrawal, taking a –2 penalty to Strength, Dexterity, Constitution, and Wisdom. These ability score penalties are negated on any round the victim takes the Wisdom- and Dexterity-based check penalty from further addiction attacks from the zohanil, but are otherwise permanent (as per a severe addiction). This is a disease effect. The save DC is Constitution-based.
Easy to Call (Ex) Sahkils count as having 4 fewer Hit Dice (minimum 2) for purposes of spells or effects that call outsiders, such as planar binding. However, they receive a racial bonus equal to 1/2 their Hit Dice on Charisma checks to break free of planar binding spells and similar effects, and their spell resistance counts as if it were 5 higher for the purpose of breaking free of planar binding spells and similar effects.
Emotional Focus (Ex) Whenever a sahkil casts a spell or uses a spell-like ability or effect with the emotion or fear descriptors that allows a save, the DC is increased by 2.
Look of Fear (Su) All sahkils have a gaze attack with a range of 30 feet (though when a sahkil is on the Ethereal Plane, it functions against creatures on the Material Plane that can see ethereal creatures), and can be negated by a Will save. A creature affected by a zohanil’s gaze is panicked for 1 round and shaken for 1d4 rounds thereafter. A creature that successfully saves is instead shaken for 1 round. All sahkils are immune to their own look of fear and that of other sahkils. This is a mind-affecting fear effect. The save DC is Charisma-based and includes the +2 bonus from the sahkil’s emotional focus ability.
Skip Between (Su) Many sahkils can shift between the Ethereal Plane and the Material Plane as a move action. This ability is otherwise identical to ethereal jaunt (CL 15th).
Spirit Touch (Ex) A sahkil’s natural weapons, as well as any weapon it wields, are treated as though they had the ghost touch weapon special ability.
Etheric Dragon
Etheric dragons seem to gather shadows and gloom around their tattered-appearing wings.
Etheric dragons are pragmatic and survival-oriented beings who dwell in the farthest reaches of the Ethereal Plane.
— — — — — — — — — — —
N
Init ; Senses ; Perception
DEFENSE
AC
hp
Fort , Ref , Will
paralysis, poison, sleep
OFFENSE
Speed 40 ft., 20 ft., 30 ft.,
Melee
Space ft.; Reach
Special Attacks
STATISTICS
Str , Dex , Con , Int , Wis , Cha
Base Atk ; ; CMD
Feats
Skills
Languages
SQ
ECOLOGY
Environment
Organization solitary
Treasure triple
SPECIAL ABILITIES
Qolok
Terrible jaws ringed with clawed arms open atop this towering mass of flesh. A probing tongue flops from another orifice.
Qoloks prey on the fear of not having enough, urging mortals to overindulge in every way possible.
NE Large (, , sahkil)
Init +8; Senses 60 ft., , true seeing; Perception +27
DEFENSE
AC 31, touch 13, flat-footed 27 (+4 Dex, +18 natural, –1 size)
hp 243 (18d10+144); 5
Fort +16, Ref +17, Will +17; +8 vs. mind-affecting effects
10/good; death effects, disease, divinations, fear effects, poison; cold 10, electricity 10, sonic 10; 27
OFFENSE
Speed 40 ft.
Melee 2 slams +26 (1d8+9), tongue +26 (2d6+9 plus ), bite +26 (1d8+9), 2 claws +26 (1d6+9)
Space 10 ft.; Reach 10 ft. (15 ft. with tongue, 5 ft. with bite)
Special Attacks instill phobia, look of fear (30 ft., DC 26), spirit touch, (16d6 bludgeoning damage and frightened, AC 19, 24 hp), tongue
(CL 18th; concentration +23)
Constant—mind blank, true seeing
At will—air walk, calm emotions (DC 19), detect magic, detect good, greater dispel magic, greater teleport (self plus 50 lbs. of objects only), magic circle against good, suggestion (DC 18)
3/day—blink, deeper darkness, disintegrate (DC 21), mass suggestion (DC 21), nondetection
1/day—mind blank, plane shift (DC 22), (level 7, 1d3 pakalchis 40%)
STATISTICS
Str 28, Dex 19, Con 27, Int 16, Wis 22, Cha 21
Base Atk +18; +28 (+32 trip); CMD 42 (44 vs. trip)
Feats Combat Expertise, Combat Reflexes, Great Fortitude, Greater Trip, Improved Initiative, Improved Trip, Intimidating Prowess, Lightning Reflexes, Power Attack
Skills Bluff +26, Diplomacy +26, Intimidate +35, Knowledge (arcana) +12, Knowledge (planes) +24, Knowledge (religion) +15, Perception +27, Sense Motive +27, Spellcraft +15, Stealth +21, Use Magic Device +17
Languages Abyssal, Celestial, Infernal; 100 ft.
SQ easy to call, emotional focus, skip between
ECOLOGY
Environment any (Ethereal Plane)
Organization solitary or terror (2–6)
Treasure standard
SPECIAL ABILITIES
Easy to Call (Ex) Sahkils count as having 4 fewer Hit Dice (minimum 2) for purposes of spells or effects that call outsiders, such as planar binding. However, they receive a racial bonus equal to 1/2 their Hit Dice on Charisma checks to break free of planar binding spells and similar effects, and their spell resistance counts as if it were 5 higher for the purpose of breaking free of planar binding spells and similar effects.
Emotional Focus (Ex) Whenever a sahkil casts a spell or uses a spell-like ability or effect with the emotion or fear descriptors that allows a save, the DC is increased by 2.
Instill Phobia (Su) A creature swallowed by a qolok for 2 or more rounds must succeed at a DC 26 Will save or gain a phobia . The subject of the affected creature’s phobia is a commonplace creature, object, or situation the target encountered in the last 24 hours (GM’s discretion). The save DC is Charisma-based and includes the +2 bonus from the qolok’s emotional focus ability.
Look of Fear (Su) All sahkils have a gaze attack with a range of 30 feet (though when a sahkil is on the Ethereal Plane, it functions against creatures on the Material Plane that can see ethereal creatures), and can be negated by a Will save. A creature affected by a qolok’s gaze is panicked for 1d6 rounds and shaken for 1 minute thereafter, or shaken for 1 minute on a successful save. A qolok gains a number of temporary hit points equal to the number of rounds the target is panicked, which stack with each other to a maximum equal to double the qolok’s number of HD. All sahkils are immune to their own look of fear and that of other sahkils. This is a mind-affecting fear effect. The save DC is Charisma-based and includes the +2 bonus from the sahkil’s emotional focus ability.
Skip Between (Su) Many sahkils can shift between the Ethereal Plane and the Material Plane as a move action. This ability is otherwise identical to ethereal jaunt (CL 15th).
Spirit Touch (Ex) A sahkil’s natural weapons, as well as any weapon it wields, are treated as though they had the ghost touch weapon special ability.
Tongue (Ex) A qolok’s tongue attack is a primary natural weapon that deals slashing and bludgeoning damage.
Ximtal
A rat’s head sprouts from the front of a crab-like body, and two tentacular tails ending in hands erupt from the towering bulk.
While psychopomps usher mortal souls to the proper judgment, sahkils have no care for souls and want to only torment and frighten mortals, often toying with their feelings of unease about their very mortality. Sahkils want to remind mortals that they are just that—mortal and alone in a complex and dangerous universe. Ximtals feed on the fear of not belonging, and on the fear of isolation from the rest of a community or society. A ximtal stands 14 feet tall and weighs nearly 1,000 pounds. Ximtals are manipulative schemers by nature. Having no concern whatsoever for any law, and feeling only contempt for joy and freedom as well as a total disdain for the overarching principles of society, a ximtal uses any insecurities and other weaknesses it perceives in order to slowly erode positive thoughts and actions and keep strong-willed mortals from acting on beliefs that would aid the greater good. They foster the vulgar and abusive voices in all sides of a conflict, subjecting the sensible and sensitive to ill treatment from the loud and malignant. These sinister outsiders instill feelings of dread and hopelessness, and make people feel as if they were alone and unacknowledged even in the presence of their friends and allies. Ximtals delight in finding impressionable and aggressive voices to do their work. They know that if they can get someone who thinks she is fighting for a good cause to use terrible tactics in her pursuit of the ideal, they can corrupt that message and seed fear, shame, and dread in what would normally be seen as a constructive endeavor. In this way, ximtals hope to transform the righteous into fanatics. More subtly, ximtals sometimes focus their attention on friends and allies of the truly virtuous—their ultimate targets—to indirectly discredit these paragons. In these cases, ximtals encourage associates of a target to misrepresent the target’s intended cause. They work their way into the minds and ideologies of people who focus their actions on advertising their ideals and motivations; they gradually corrupt such folk, leading them to treat other voices with barely concealed aggression and contempt and make hasty decisions that run counter to their final goals. Eventually, the ximtals hope, these agents of discord will subvert the paragon’s message and mire her in despair and isolation. Ximtals tend to remain isolated from others of their kind. They don’t often cooperate to target a certain individual or cause unless it holds some fascination specific to individual ximtals or sahkils. Instead, they spread themselves out through the multiverse to focus on divergent ideologies or selective societal crusades. Despite their tendency to be alone, some ximtals work in partnerships with pakalchis as pakalchis focus on breaking down the bonds of friendship. Working in parallel, these two types of sahkil can destroy not only friendships, but entire families or organizations.
NE Large (, , sahkil)
Init +11; Senses 60 ft., detect good, detect magic, , true seeing; Perception +27
DEFENSE
AC 33, touch 17, flat-footed 25 (+7 Dex, +1 dodge, +16 natural, –1 size)
hp 279 (18d10+180)
Fort +21, Ref +13, Will +17
15/good; death effects, disease, fear effects, poison; cold 15, electricity 15, sonic 15; 28
OFFENSE
Speed 50 ft., 20 ft., 60 ft. (good)
Melee bite +31 (2d8+14 plus disease), 2 claws +31 (3d6+14/19–20 plus )
Space 10 ft.; Reach 10 ft. (15 ft. with claws)
Special Attacks (3d6+14), disease, isolation, look of fear (60 ft., DC 25), miasma
(CL 17th; concentration +23)
Constant—detect good, detect magic, fly, greater magic fang, true seeing
At will—feast on fear (DC 23), putrefy food and drink (DC 16)
3/day—cloudkill (DC 21), quickened displacement, suggestion (DC 19)
1/day—horrid wilting (DC 24), imprisonment (DC 25), maze, sequester
STATISTICS
Str 30, Dex 25, Con 30, Int 15, Wis 22, Cha 23
Base Atk +18; +29; CMD 47 (can’t be tripped)
Feats Blind-Fight, Combat Reflexes, Critical Focus, Dodge, Improved Critical (claw), Improved Initiative, Power Attack, Quicken Spell-Like Ability (displacement), Staggering Critical
Skills Bluff +27, Climb +18, Fly +17, Intimidate +27, Knowledge (arcana, planes) +23, Perception +27, Sense Motive +27, Spellcraft +23, Stealth +24
Languages Abyssal, Celestial, Infernal; 100 ft.
SQ despoil, easy to call, emotional focus, skip between, spirit touch
ECOLOGY
Environment any (Ethereal Plane)
Organization solitary, pair, or fright (3–6)
Treasure standard
SPECIAL ABILITIES
Despoil (Su) The DCs of saving throws against diseases, poisons, and drugs within 1,000 feet of a ximtal increase by 2.
Disease (Su) A creature bitten by a ximtal is exposed to a debilitating disease called forsaken agony. As the disease progresses, it causes the sufferer to grow pale and distracted, to suffer increasing loss of sensory input, and to eventually die of ennui induced by isolation and despair. Those who suffer from forsaken agony are strangely contagious to others—the sickness can be spread by touch, but only when the creature suffering from the disease touches another creature when no other creatures are within line of sight. Forsaken agony is not contagious when the sufferer can see two or more creatures. When transmitted via contact with another victim, the save DC to resist the disease decreases by 4, so that only a successful DC 27 Fortitude save is needed to resist contracting the sickness from an infected host or to avoid its ongoing ravages.
Forsaken Agony: Bite—injury; save Fort DC 29; onset immediate; frequency 1/day; effect 1d6 Wisdom drain plus sensory loss; cure 2 consecutive saves. Each time a creature fails a saving throw against forsaken agony, it must also roll 1d6 to determine what sense it permanently loses, as follows.
d6 | Sense | Result |
---|---|---|
1 | Taste | The creature takes a –2 penalty on all saving throws against ingested toxins and on Perception checks based on the sense of taste, such as using the skill to identify the powers of a sipped potion. |
2 | Smell | The creature loses scent and scent-related abilities. |
3 | Touch | The creature’s Dexterity is reduced by 2. |
4 | Hearing | The creature becomes deaf. |
5 | Sight | The creature becomes blind. |
6 | All | The creature immediately loses all of its senses. |
Easy to Call (Ex) Sahkils count as having 4 fewer Hit Dice (minimum 2) for purposes of spells or effects that call outsiders, such as planar binding. However, they receive a racial bonus equal to 1/2 their Hit Dice on Charisma checks to break free of planar binding spells and similar effects, and their spell resistance counts as if it were 5 higher for the purpose of breaking free of planar binding spells and similar effects.
Emotional Focus (Ex) Whenever a sahkil casts a spell or uses a spell-like ability or effect with the emotion or fear descriptors that allows a save, the DC is increased by 2.
Isolation (Su) Once per day as a standard action, a ximtal can attempt to isolate up to four creatures adjacent to it, obstructing the way in which they normally work alongside their allies. A creature can resist this effect with a successful DC 25 Will save. A creature that fails to resist isolation becomes intangible to all creatures it regards as an ally. The target is essentially incorporeal, invisible, and silenced to its allies, though it can’t move through objects and can interact normally with items. In addition, an isolated creature can no longer see, hear, or perceive creatures it considers allies. The target can see and hear itself, cast spells with verbal components, and use command words normally, but any effect that requires allies to see, hear, or touch the target doesn’t function. Any creature with an attitude of indifferent or worse toward the target or that wishes the target harm can see and interact with the target normally. True seeing pierces this effect, but see invisibility can’t be used to perceive the targets of this effect. Once every 24 hours, a victim of isolation can attempt a new DC 25 Will save to end the effect. This is a curse effect. The save DC is Charisma-based.
Look of Fear (Su) All sahkils have a gaze attack with a range of 30 feet (though when a sahkil is on the Ethereal Plane, it functions against creatures on the Material Plane that can see ethereal creatures), and can be negated by a Will save. A creature affected by a ximtal’s gaze is panicked for 1d6 rounds and shaken for 1 minute thereafter, or shaken for 1 minute on a successful save. All sahkils are immune to their own look of fear and that of other sahkils. This is a mind-affecting fear effect. The save DC is Charisma-based and includes the +2 bonus from the sahkil’s emotional focus ability.
Miasma (Su) As a standard action, a ximtal can discorporate into a dark, greasy fog that damages creatures caught in it. When a ximtal uses miasma, its space increases to 20 feet and it is treated as if under the effects of gaseous form. A ximtal can remain in miasma form indefinitely and can revert to its solid form as a free action. Within the miasma’s space, all sight— including darkvision—is reduced to 5 feet. A creature within 5 feet has concealment, and creatures farther away have total concealment. On the start of the ximtal’s turn, creatures in the area of its miasma take 4d6 points of damage (this damage bypasses all damage reduction and energy resistance). A successful DC 25 Will save negates this damage. Any creature within the miasma can attack the ximtal but takes a –4 penalty on its attacks and can’t attempt saving throws against the damage from being within the miasma at the start of the ximtal’s next turn. The save DC is Charisma-based.
Skip Between (Su) Many sahkils can shift between the Ethereal Plane and the Material Plane as a move action. This ability is otherwise identical to ethereal jaunt (CL 15th).
Spirit Touch (Ex) A sahkil’s natural weapons, as well as any weapon it wields, are treated as though they had the ghost touch weapon special ability.
Kimenhul
Three monstrous, misshapen skulls top a twisted trunk balanced on three leglike splinters of flesh and bone.
Kimenhuls prey upon the fear of failure, and encourage self-loathing. While all sahkils delight in spreading fear, few can leave an indelible mark of terror on its victim like a kimenhul. Among the strongest of sahkils, kimenhuls rarely leave the Ethereal Plane. Aside from the sahkil tormentors, kimenhuls are the eldest of all sahkils, and some particularly powerful kimenhuls carve out territory in the Ethereal Plane and rule over legions of other sahkils in much the same manner. Kimenhuls that achieve long-term control are outliers among their kind, however, as the hierarchy among sahkils is more mutable and fluctuating than the rigid order of devils or kytons, or psychopomps’ strict adherence to the planar order. A kimenhul appears as three enormous, fused humanoid skulls with mouths full of jagged fangs, sitting atop an ever-shifting mass of limbs and faces. These latter manifestations constantly try to pull free of the kimenhul’s bulk, shrieking and wailing in fear. Sometimes a creature gazing into this fluctuating horror sees a face all too familiar—a scolding parent, an old bully, or a lost lover. This may or may not be real, as the terrifying forms stretching out from a kimenhul’s body incorporate both images from the viewer’s mind and those creatures that have fallen prey to the kimenhul’s eternal fear ability. A typical kimenhul stands 25 feet tall and weighs roughly 10,000 pounds. When a kimenhul telepathically communicates with those marked by its eternal fear, it constantly reminds them that they will never be good enough, and that they are utter failures in everything they do. These sahkils derive a perverse amount of pleasure from these brief mental interjections, and those that have made their horrific impression on large numbers of beings spend hours of each day engaged in this long-distance abuse. This lingering torment often drives a kimenhul’s victims insane, or forces them into desperation as they attempt more and more drastic means to rid themselves of the sahkil’s influence and predation. Many of these victims end up in the care of others, as their paranoia overtakes any ability to care for themselves and they constantly worry over whether they can actually achieve anything on their own. Doubt and distrust seep into every thought. The victim can’t get the denigrating voice out of his head, and self-destruction seems the only thing that can keep it at bay. Kimenhuls don’t bother with those they consider “lesser” minds, unless their intention is to cause havoc or rampant violence. They instead focus on instilling fear in the best and brightest they can find. Kimenhuls appreciate a challenge and even dedicate themselves to breaking down creatures that are immune to fear effects. Kimenhuls delight in tormenting the brave and confident. These cruel outsiders track down great heroes and famed generals—women and men known for courage and righteousness—and infect their otherwise strong minds with the static of constant fear. Kimenhuls share stories of their conquests with each other and any allied sahkils, bragging about the reduction of once-proud warriors to twitchy, frightened children who jump at the slightest noise. In combat, kimenhuls combine the use of their spell-like abilities and their physical might. Enemies out of reach fall victim to a host of different effects meant to frighten or weaken, while those nearby are at risk of being trampled or snatched up by one of the kimenhul’s fanged mouths. Kimenhuls sometimes grab enemies with their bite attacks and then use their snatch between ability to bring their victims to the Ethereal Plane. Once back on the Ethereal Plane, kimenhuls bring their kidnapped victims to their lairs, where they and their sahkil allies subject them to a host of frightening stimuli in hopes of driving them mad. Some of these victims linger in this prison of terror for decades, while others die from fright—or take their own lives to escape the torture of constant dread. Otherwise, kimenhuls do their best to keep their victims alive. Kimenhuls generally linger near those places on the Ethereal Plane where a mortal peering into that realm might briefly glance upon their horrific visages. Most viewers only catch a terrifying, half-remembered glimpse of the sahkil and go on their ways, shaken but unscathed. Yet if the viewer looks too long into that hazy realm, a kimenhul doesn’t hesitate to expose the creature to its look of fear or eternal fear abilities, or to attempt to drag the victim back to its lair for a proper dose of terror.
NE Huge (, , sahkil)
Init +9; Senses 60 ft., , true seeing; Perception +37
DEFENSE
AC 37, touch 17, flat-footed 28 (+9 Dex, +20 natural, –2 size)
hp 362 (25d10+225); 20
Fort +23, Ref +17, Will +23; +8 vs. mind-affecting effects
Defensive Abilities all-around vision, mind blank; death effects, disease, fear effects, poison; 15/good; cold 20, electricity 20, sonic 20; 31
OFFENSE
Speed 50 ft., 50 ft.
Melee 3 bites +35 (2d8+11 plus ), 4 claws +35 (1d8+11/19–20 plus 1d3 Charisma bleed)
Space 15 ft.; Reach 15 ft.
Special Attacks (1d3 Charisma), eternal fear, look of fear (120 ft., DC 32), snatch between, spirit touch, (2d8+16, DC 33), unsettled mind
(CL 20th; concentration +28)
Constant—detect thoughts (DC 20), mind blank, true seeing
At will—air walk, enervation, greater teleport (self plus 50 lbs. of objects only), magic circle against good, tongues
3/day—blasphemy (DC 25), crushing despair (DC 24), dispel magic, fear (DC 24), malicious spite (DC 24), suggestion (DC 21)
1/day—antipathy (DC 28), eyebite (DC 26), (level 9, any one CR 19 or lower sahkil 100%), symbol of fear (DC 26), weird (DC 29)
STATISTICS
Str 33, Dex 29, Con 29, Int 22, Wis 28, Cha 26
Base Atk +25; +38 (+42 trip); CMD 57 (61 vs. trip)
Feats Combat Expertise, Combat Reflexes, Critical Focus, Dazing Assault, Dazzling Display, Greater Trip, Improved Critical (claw), Improved Trip, Power Attack, Staggering Critical, Stunning Critical, Weapon Focus (bite), Weapon Focus (claw)
Skills Acrobatics +26, Bluff +36, Climb +37, Diplomacy +36, Intimidate +36, Knowledge (arcana, religion) +20, Knowledge (dungeoneering, nature, nobility) +10, Knowledge (local, planes) +23, Perception +37, Sense Motive +37, Spellcraft +31, Stealth +29, Use Magic Device +33
Languages Abyssal, Celestial, Infernal; 300 ft.
SQ easy to call, emotional focus, skip between
ECOLOGY
Environment any (Ethereal Plane)
Organization solitary
Treasure standard
SPECIAL ABILITIES
Easy to Call (Ex) Sahkils count as having 4 fewer Hit Dice (minimum 2) for purposes of spells or effects that call outsiders, such as planar binding. However, they receive a racial bonus equal to 1/2 their Hit Dice on Charisma checks to break free of planar binding spells and similar effects, and their spell resistance counts as if it were 5 higher for the purpose of breaking free of planar binding spells and similar effects.
Emotional Focus (Ex) Whenever a sahkil casts a spell or uses a spell-like ability or effect with the emotion or fear descriptors that allows a save, the DC is increased by 2.
Eternal Fear (Su) As a standard action, a kimenhul can present itself in a terrifying manner to all creatures within 300 feet that can perceive it. Other sahkils are immune to this effect. All creatures within range must succeed at a DC 32 Will save or forever hold the kimenhul in the darkest corners of their minds. Once per day as a free action, a kimenhul can telepathically communicate with a creature affected by this ability for 1 minute as long as both creatures are on the same plane. For as long as the creature remains affected by a kimenhul’s eternal fear, each time the affected creature finds itself in a stressful situation (such as combat), it has a 50% chance of being shaken for 1 minute as it recalls the horror of its encounter with the kimenhul. This lingering fear persists even if the creature defeated or killed the kimenhul. This effect is instantaneous and can be removed only via a wish or miracle. This is a mind-affecting fear effect. The save DC is Charisma-based and includes the +2 bonus from the sahkil’s emotional focus ability.
Look of Fear (Su) All sahkils have a gaze attack with a range of 30 feet (though when a sahkil is on the Ethereal Plane, it functions against creatures on the Material Plane that can see ethereal creatures), and can be negated by a Will save. A creature affected by a kimenhul’s gaze is paralyzed with fear for 1d4 rounds as the victim imagines its body being warped and transformed. Even on a successful save, a creature is shaken for 1 minute, and creatures immune to paralysis that fail the save gain the cowering condition for 1d4 rounds instead. While paralyzed, the victim appears to those viewing it to transform into a terrifying creature as ghostly appendages of bone and gore randomly sprout from its body. Any creatures adjacent to the victim must succeed at a DC 32 Will save or be shaken for 1 minute. The ghostly appendages are an illusion (glamer) effect. Spells that provide immunity to fear, such as greater heroism, are automatically dispelled if they come within range of a kimenhul’s look of fear. The save DC is Charisma-based. All sahkils are immune to their own look of fear and that of other sahkils. This is a mind-affecting fear effect. The save DC is Charisma-based and includes the +2 bonus from the sahkil’s emotional focus ability.
Skip Between (Su) Many sahkils can shift between the Ethereal Plane and the Material Plane as a move action. This ability is otherwise identical to ethereal jaunt (CL 15th).
Snatch Between (Su) While using skip between, a kimenhul can bring along any creatures grappling it or grappled by it, with no saving throw. A kimenhul can use skip between as either a swift or a move action.
Spirit Touch (Ex) A sahkil’s natural weapons, as well as any weapon it wields, are treated as though they had the ghost touch weapon special ability.
Unsettled Mind (Su) Any creature affected by a kimenhul’s spell, spell-like ability, or other effect with the emotion or fear descriptor (even those that have a lesser effect on a successful save) takes a –4 penalty on caster level checks, concentration checks, Will saves, and skill and ability checks based on Intelligence, Wisdom, or Charisma for as long as it is affected by that effect and for 1d4 rounds thereafter.