Pakalchi

CR: 9 XP: 6,400


NE Medium outsider (evil, extraplanar, sahkil)


Init: +10 Senses: darkvision 60 ft., low-light vision, true seeing Perception: +13


Defense

AC: 22, touch 16, flat-footed 16 (+6 Dex, +6 natural)


hp: 115 (11d10+55)


Fort: +10 Ref: +13 Will: +10


DR: 10/good


Resist: cold 10, electricity 10, sonic 10


Immune: death effects, disease, fear effects, poison


SR: 20


Offense

Speed: 30 ft.


Melee: 2 claws +17 (1d6+6/19–20), 4 vines +15 (1d4+3 plus 1d4 bleed and poison)


Ranged: 4 thorns +17 (1d4 plus bleed and poison)


Special Attacks: bleed (1d4), entangling train, look of fear (30 ft., DC 22), spirit touch, sudden strike, thorns


Spell-Like Abilities: (CL 12th; concentration +17) Constant—true seeing At will—charm person (DC 16), detect magic, detect good, greater teleport (self plus 50 lbs. of objects only), protection from good 3/day—blink, calm emotions (DC 19), fly 1/day—dominate person (DC 20), summon (level 6, 1 wihsaak 40%)


Statistics

Str: 22 Dex: 23 Con: 20 Int: 15 Wis: 16 Cha: 21


Base Atk: +11 CMB: +17 CMD: 33


Feats: Blind-Fight, Combat Reflexes, Great Fortitude, Improved Critical (claws), Improved Initiative, Multiattack


Skills: Acrobatics +15, Bluff +15, Climb +16, Diplomacy +15, Intimidate +15, Knowledge (planes, religion) +13, Perception +13, Sense Motive +15, Spellcraft +10, Stealth +20


SQ: easy to call, emotional focus, skip between


Languages: Abyssal, Celestial, Common, Infernal, telepathy 100 ft.


Ecology

Environment: any (Ethereal Plane)


Organization: solitary, pair, or plot (3–7)


Treasure: standard


Description

Entangling Train (Su) Creatures adjacent to a pakalchi must succeed at a DC 20 Reflex save or become entangled in its vines for 1 round, and count as tethered. Entangled creatures take vine damage automatically each round they’re entangled. Creatures are no longer entangled if the pakalchi moves away. The save DC is Constitution-based.

Look of Fear (Su) A creature affected by a pakalchi’s gaze is panicked for 1 round and shaken for 1d4 rounds thereafter. A creature that successfully saves against this effect is only shaken for 1 round. The save DC is Charisma-based.

Poison (Ex) Thorns—injury; save Fort DC 22; frequency 1/round for 6 rounds; effect 1d3 Wis damage; cure 2 consecutive saves. A creature with Wisdom damage from a pakalchi’s poison hears paranoid whispers warning of betrayal. It can’t treat any other creature as an ally or be a willing target for a spell or effect. This is an emotion effect.

Sudden Strike (Ex) Once per round, a pakalchi can extend the reach of one claw or thorned vine by 5 feet as part of a single attack. It can use this ability to threaten additional squares to cause an enemy to provoke an attack of opportunity.

Thorns (Ex) A pakalchi can fling a volley of poisonous thorns as a standard action (make an attack roll for each thorn). This attack has a range of 100 feet with no range increment.

Pakalchis feed on the fear and insecurity of failing relationships. They delight in seeing social bonds shatter, as they know that mortals broken or set adrift by such conflicts are more susceptible to their malign influence.

Consummate puppetmasters, pakalchis use their powers of domination to turn friends and lovers against each other, relishing how even a single word can cause an avalanche of destruction as panicked victims make their situations worse.

Pakalchis then draw the despondent mortals to their sides, playing cat-and-mouse games and slowly increasing physical and psychological pressure until their quarry breaks.

While they may sometimes work though intermediaries, these creatures prefer to personally witness the anxiety they cause.

Pakalchis stand 7 feet tall and weigh 160 pounds.

Sahkil, Pakalchi–Sahkil, Qolok Sahkil, Qolok Terrible jaws ringed with clawed arms open atop this towering mass of flesh. A probing tongue flops from another orifice.

Source: Pathfinder Roleplaying Game Bestiary 5