Penqual

Level 15
Creature· evilUncommonHugeLegacy
AC 37
HP 205
Speed 40 ft.
Fort +29
Ref +24
Will +27
Perc +27
Size Huge
Uncommon
Resistances physical 10
Weaknesses area damage 10, splash damage 10
Spells
Divine Innate Spells (DC 36, attack +28)
Languages chthonian, diabolic, empyrean, requian
Senses darkvision
Skills deception +31, intimidation +31, performance +27, society +27, acrobatics +26, athletics +26
Recall Knowledge religion DC 36

Abilities

Telepathy 100 feetinteraction(aura, magical)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

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

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

+1 Status to All Saves vs. Magicdefensive
Swarm Minddefensive

This monster doesn't have a single mind (typically because it's a swarm of smaller creatures), and is immune to mental effects that target only a specific number of creatures. It is still subject to mental effects that affect all creatures in an area.

Crowded Mobdefensive

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 Hundredsoffensive

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 Graspoffensive(evil, magical)

Each enemy in the penqual's space takes 4d12 slashing damage (DC 36 reflex save).

Mob Rush◆◆offensive

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 Betweenoffensive(divine, teleportation)

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