Tumblak

Level 18
Creature· evilRareMediumLegacy
AC 42
HP 305
Speed 0 ft.
Fort +33
Ref +28
Will +31
Perc +33
Size Medium
Rare
Immunities disease, fear effects, poison, precision
Resistances physical 15 (except force, ghost touch; double vs non magical)
Weaknesses holy 15
Spells
Languages chthonian, diabolic, empyrean, requian
Senses darkvision, truesight 60 ft.
Speeds 0 ft., fly 40 ft.
Skills athletics +35, intimidation +35, deception +31, stealth +31, religion +29
Recall Knowledge religion DC 43

Attacks

Melee Fist +35/+30/+25(magical, reach, reach 10 ft., unarmed, unholy)
Damage: 3d12+17 bludgeoning + 2d6 spirit
Effect: entombing echoes

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.

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.

Easy to Calldefensive

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 Forcedefensive

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 Auradefensive(air, aura, divine)

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 Breathdefensive

Tumblaks don't need to breathe.

Claustrophobic Nightmaresoffensive(curse, divine, mental)

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 Echoesoffensive(divine, emotion, incapacitation, mental)

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 Escapes.

Skip Betweenoffensive(divine, teleportation)

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.