{ "ac": 20, "alignment": "NE", "breadcrumbs_spa": [], "category": "creature", "charisma": 2, "constitution": 3, "creature_ability": [ "Easy to Call", "Nervous Consumption", "Skip Between", "Spray Pus" ], "creature_family": "Sahkil", "creature_family_markdown": "[Sahkil](/MonsterFamilies.aspx?ID=208)", "dexterity": 2, "exclude_from_search": false, "fortitude_save": 13, "hp": 75, "hp_raw": "75", "id": "creature-1281", "image": [ "/Images/Monsters/Sahkil_Nucol.png" ], "immunity": [ "disease", "fear" ], "immunity_markdown": "[disease](/Traits.aspx?ID=46), [fear](/Traits.aspx?ID=68)", "intelligence": 0, "language": [ "Abyssal", "Celestial", "Infernal", "Requian", "<%UMR%37%%>telepathy<%END> 60 feet" ], "language_markdown": "[Abyssal](/Languages.aspx?ID=12), [Celestial](/Languages.aspx?ID=16), [Infernal](/Languages.aspx?ID=19), [Requian](/Languages.aspx?ID=34); [telepathy](/MonsterAbilities.aspx?ID=37) 60 feet", "level": 4, "markdown": "[Nucol](/Monsters.aspx?ID=1281)\r\n\r\n\r\n\r\n\r\n\r\nRepresenting the fear of parasites and affliction, nucols appear as violent, pestilence-ridden boars. They pollute their victim's body and mind, spreading not only fear but a mind-altering affliction that exacerbates feelings of self-doubt.\n\n Though very aggressive, the fiends are capable of cunning manipulation. After they infect a victim with potent insecurity, they'll offer to remove the affliction for a price. Many of these deals are esoteric in nature, driving the victim into despair and forcing them to give up things they cherish. The sinister nucol may even reinfect its victim after completing the bargain, but a canny negotiator may be able to turn the tables on the fiend and free themselves from its grasp.\r\n\r\n\r\n**[Recall Knowledge - Fiend](/Rules.aspx?ID=563)**\r\n([Religion](/Skills.aspx?ID=13)): DC 19\r\n\r\n**[Unspecific Lore](/Rules.aspx?ID=563)**: DC 17\r\n\r\n**[Specific Lore](/Rules.aspx?ID=563)**: DC 14\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n[Nucol](/Monsters.aspx?ID=1281)\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n\r\n**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 219\n\n**Perception** +11; [darkvision](/MonsterAbilities.aspx?ID=12), [scent](/MonsterAbilities.aspx?ID=33) (imprecise) 100 feet\r\n\r\n**Languages**\r\n[Abyssal](/Languages.aspx?ID=12), [Celestial](/Languages.aspx?ID=16), [Infernal](/Languages.aspx?ID=19), [Requian](/Languages.aspx?ID=34); [telepathy](/MonsterAbilities.aspx?ID=37) 60 feet\r\n\r\n**Skills**\r\n[Athletics](/Skills.aspx?ID=3) +12, [Deception](/Skills.aspx?ID=5) +10, [Intimidation](/Skills.aspx?ID=7) +12, [Stealth](/Skills.aspx?ID=15) +10\r\n\r\n\r\n**Str** +4\r\n\r\n**Dex** +2\r\n\r\n**Con** +3\r\n\r\n**Int** +0\r\n\r\n**Wis** +3\r\n\r\n**Cha** +2\r\n\r\n\r\n**Easy to Call** A sahkil's level is considered 2 lower for the purpose of being conjured by the [_planar binding_](/Rituals.aspx?ID=17) ritual (and potentially other rituals, at the GM's discretion), but it is always free to attack or leave instead of negotiate unless the primary caster's check is a critical success.\n\n\r\n\r\n---\r\n\r\n\r\n\r\n\r\n**AC** 20 \r\n\r\n**Fort** +13 \r\n\r\n**Ref** +10 \r\n\r\n**Will** +11 \n\n\r\n\r\n**HP** 75\n\n**Immunities**\r\n[disease](/Traits.aspx?ID=46), [fear](/Traits.aspx?ID=68)\r\n\r\n**Resistances**\r\npoison 5\r\n\r\n**Weaknesses**\r\ngood 5\n\n\r\n\r\n---\r\n\r\n\r\n\r\n**Speed** 30 feet\r\n\r\n**Melee**\r\n\r\ntusk +12 ([deadly d10](/Traits.aspx?ID=174)),\r\n**Damage** 2d8+6 piercing plus 1d4 evil and nervous consumption\r\n\r\n**Divine Innate Spells** DC 20\r\n- **Cantrips (2nd)**\r\n[Detect Magic](/Spells.aspx?ID=66), [Mage Hand](/Spells.aspx?ID=177)\r\n- **1st**\r\n[Grease](/Spells.aspx?ID=140) (×3)\r\n- **3rd**\r\n[Fear](/Spells.aspx?ID=110) (at will), [Remove Disease](/Spells.aspx?ID=251)\r\n\r\n**Nervous Consumption** ([Disease](/Traits.aspx?ID=46), [Divine](/Traits.aspx?ID=48), [Emotion](/Traits.aspx?ID=60), [Enchantment](/Traits.aspx?ID=61), [Mental](/Traits.aspx?ID=106)) **Saving Throw** DC 21 Fortitude; **Onset** 1 minute; **Stage 1** [sickened 1](/Conditions.aspx?ID=34) and [stupefied 1](/Conditions.aspx?ID=37) (1 day); **Stage 2** [clumsy 1](/Conditions.aspx?ID=3) and stupefied 2 (1 day); **Stage 3** clumsy 2 and stupefied 3 (1 day)\r\n\r\n**Skip Between** ([Conjuration](/Traits.aspx?ID=33), [Divine](/Traits.aspx?ID=48), [Teleportation](/Traits.aspx?ID=156)) The sahkil moves from the [Material Plane](/Planes.aspx?ID=1) to the [Ethereal Plane](/Planes.aspx?ID=9) or vice-versa, with the effects of [_ethereal jaunt_](/Spells.aspx?ID=105) except that the effect has an unlimited duration and can be Dismissed. A summoned sahkil can't use Skip Between.\r\n\r\n**Spray Pus** The nucol flexes one of its infected wounds, releasing a spray of pus in a 15- foot cone or targeting an individual creature within 30 feet. A creature targeted or in the area is exposed to nervous consumption.\r\n\r\n\n\n", "name": "Nucol", "npc": false, "perception": 11, "pfs": "Standard", "rarity": "common", "reflex_save": 10, "release_date": "2021-04-07", "resistance": { "poison": 5 }, "resistance_markdown": "poison 5", "resistance_raw": "poison 5", "search_markdown": "\r\n\r\n\r\n\r\n\r\n\r\n**Source** [Bestiary 3](/Sources.aspx?ID=66) pg. 219\r\n\r\n**Creature Family** [Sahkil](/MonsterFamilies.aspx?ID=208)\r\n\r\n\r\n**HP** 75\r\n\r\n**AC** 20\r\n\r\n**Fort** +13\r\n\r\n**Ref** +10\r\n\r\n**Will** +11\r\n\r\n**Perception** +11\r\n\r\n\r\n\r\n---\r\n\r\n\r\nRepresenting the fear of parasites and affliction, nucols appear as violent, pestilence-ridden boars. They pollute their victim's body and mind, …\r\n", "sense": " darkvision , scent (imprecise) 100 feet", "sense_markdown": "[darkvision](/MonsterAbilities.aspx?ID=12), [scent](/MonsterAbilities.aspx?ID=33) (imprecise) 100 feet", "size": [ "Medium" ], "skill": [ "Athletics +12", "Deception +10", "Intimidation +12", "Stealth +10" ], "skill_markdown": "[Athletics](/Skills.aspx?ID=3) +12, [Deception](/Skills.aspx?ID=5) +10, [Intimidation](/Skills.aspx?ID=7) +12, [Stealth](/Skills.aspx?ID=15) +10", "source": [ "Bestiary 3" ], "source_raw": [ "Bestiary 3 pg. 219" ], "source_category": "Rulebooks", "source_markdown": "[Bestiary 3](/Sources.aspx?ID=66) pg. 219", "speed": { "land": 30, "max": 30 }, "speed_markdown": "30 feet", "speed_raw": "30 feet", "spell": [ "Fear", "Remove Disease", "Grease", "Detect Magic", "Mage Hand" ], "spell_markdown": "[Detect Magic](/Spells.aspx?ID=66), [Fear](/Spells.aspx?ID=110), [Grease](/Spells.aspx?ID=140), [Mage Hand](/Spells.aspx?ID=177), [Remove Disease](/Spells.aspx?ID=251)", "stealth": "10", "strength": 4, "strongest_save": [ "fort", "fortitude" ], "summary": "Representing the fear of parasites and affliction, nucols appear as violent, pestilence-ridden boars. They pollute their victim's body and mind, …", "summary_markdown": "Representing the fear of parasites and affliction, nucols appear as violent, pestilence-ridden boars. They pollute their victim's body and mind, …", "text": " Nucol Representing the fear of parasites and affliction, nucols appear as violent, pestilence-ridden boars. They pollute their victim's body and mind, spreading not only fear but a mind-altering affliction that exacerbates feelings of self-doubt. Though very aggressive, the fiends are capable of cunning manipulation. After they infect a victim with potent insecurity, they'll offer to remove the affliction for a price. Many of these deals are esoteric in nature, driving the victim into despair and forcing them to give up things they cherish. The sinister nucol may even reinfect its victim after completing the bargain, but a canny negotiator may be able to turn the tables on the fiend and free themselves from its grasp. Recall Knowledge - Fiend (Religion): DC 19 Unspecific Lore : DC 17 Specific Lore : DC 14 Nucol Source Bestiary 3 pg. 219 Perception +11; darkvision, scent (imprecise) 100 feet Languages Abyssal, Celestial, Infernal, Requian; telepathy 60 feet Skills Athletics +12, Deception +10, Intimidation +12, Stealth +10 Str +4 Dex +2 Con +3 Int +0 Wis +3 Cha +2 Easy to Call A sahkil's level is considered 2 lower for the purpose of being conjured by the planar binding ritual (and potentially other rituals, at the GM's discretion), but it is always free to attack or leave instead of negotiate unless the primary caster's check is a critical success. --- AC 20 Fort +13 Ref +10 Will +11 HP 75 Immunities disease, fear Resistances poison 5 Weaknesses good 5 --- Speed 30 feet Melee Single Action tusk +12 (deadly d10), Damage 2d8+6 piercing plus 1d4 evil and nervous consumption Divine Innate Spells DC 20 - Cantrips (2nd) Detect Magic, Mage Hand - 1st Grease (×3) - 3rd Fear (at will), Remove Disease Nervous Consumption (Disease, Divine, Emotion, Enchantment, Mental) Saving Throw DC 21 Fortitude; Onset 1 minute; Stage 1 sickened 1 and stupefied 1 (1 day); Stage 2 clumsy 1 and stupefied 2 (1 day); Stage 3 clumsy 2 and stupefied 3 (1 day) Skip Between Single Action (Conjuration, Divine, Teleportation) The sahkil moves from the Material Plane to the Ethereal Plane or vice-versa, with the effects of ethereal jaunt except that the effect has an unlimited duration and can be Dismissed. A summoned sahkil can't use Skip Between. Spray Pus Single Action The nucol flexes one of its infected wounds, releasing a spray of pus in a 15- foot cone or targeting an individual creature within 30 feet. A creature targeted or in the area is exposed to nervous consumption. ", "trait": [ "Fiend", "Sahkil", "NE", "Medium" ], "trait_markdown": "[Fiend](/Traits.aspx?ID=70), [Sahkil](/Traits.aspx?ID=333)", "trait_raw": [ "Fiend", "Sahkil" ], "type": "Creature", "url": "/Monsters.aspx?ID=1281", "vision": "Darkvision", "weakest_save": [ "ref", "reflex" ], "weakness": { "good": 5 }, "weakness_markdown": "good 5", "weakness_raw": "good 5", "will_save": 11, "wisdom": 3 }