CREATURE 15
Perception +27; darkvision
Languages Abyssal, Celestial, Infernal, Requian; telepathy 100 feet
Skills Acrobatics +26, Athletics +26, Deception +31, Intimidation +31, Performance +27, Society +27
Str +5 Dex +5 Con +8 Int +6 Wis +6 Cha +8
Easy to Call The sahkil is considered 2 levels lower for the purposes of being summoned by rituals (such as planar binding), but is always free to attack or leave instead of negotiate unless the primary caster's check is a critical success.
AC 37; Fort +29, Ref +24, Will +27; +1 status to all saves vs. magic
HP 205; Immunities death effects, fear, swarm mind; Weaknesses area damage 10, splash damage 10; Resistances physical 10
Crowded Mob 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.
Speed 40 feet
Divine Innate Spells DC 36; 4th fear (at will), nightmare (at will); Constant (8th) mask of terror (see Crush of Hundreds)
Crush of Hundreds 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.
Frantic Grasp (evil, magical) Each enemy in the penqual's space takes 4d12 slashing damage (DC 36 basic Reflex save).
Mob Rush 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 Between (conjuration, 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.
AoE6, page 84.
Open Penqual in the interactive creatures list or browse all creatures starting with P.