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Source Bestiary 6 pg. 306, Bestiary 5 pg. 308
Sahkils are neutral evil outsiders native to the Ethereal Plane. They have the following traits (unless otherwise noted in a creature’s entry).
  • Darkvision 60 feet and low-light vision.
  • Immunity to death effects, disease, fear effects, and poison.
  • Resistance to cold 10, electricity 10, and sonic 10.
  • Most sahkils are resistant to magic. Such a sahkil has SR equal to 11 + its CR.
  • Except where otherwise noted, sahkils speak Abyssal, Celestial, and Infernal.
  • Telepathy.
  • 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— the exact effects caused by a particular sahkil’s look of fear depend on the type of sahkil. 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.