Tumblak

CREATURE 18

rare ne medium fiend incorporeal sahkil 

Perception +33; darkvision, true seeing

Languages Abyssal, Celestial, Infernal, Requian; telepathy 100 feet

Skills Athletics +35, Deception +31, Grave Lore +28, Intimidation +35, Religion +29, Stealth +31

Str +9 Dex +5 Con +6 Int +2 Wis +5 Cha +9

Easy to Call As chakanaj.

Focused Force 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.

AC  42; Fort +33, Ref +28, Will +31

HP 305; Immunities disease, fear, poison, precision; Weaknesses good 15; Resistances physical 15 (except force or ghost touch; double resistance vs. non-magical)

Gasping Aura (air, aura, divine, transmutation) 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 Breath Tumblaks don't need to breathe.

Speed fly 40 feet

Melee [>] fist +35 (magical, reach 10 feet), Damage 3d12+17 bludgeoning plus 2d6 evil and Stoutaern Echoes

Divine Innate Spells DC 40; 9th dispel magic, earthbind (at will), fear (at will), mask of terror (at will, self only), nightmare (at will); Cantrips (9th) detect magic; Constant (9th) true seeing

Claustrophobic Nightmares (curse, divine, enchantment, 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 Stoutaern Echoes.

Stoutaern Echoes (divine, emotion, enchantment, 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 flat-footed until it Escapes (DC 44).

Skip Between [>] (conjuration, divine, teleportation) As chakanaj.

Night of the Gray Death, page 71.

Open Tumblak in the interactive creatures list or browse all creatures starting with T.