Kimenhul

Level 20 / Huge / fiend

Level20
Armor Class45
Hit Points425
Perception+35
Speed45 feet, Climb 25 feet
STR+10modifier
DEX+8modifier
CON+9modifier
INT+5modifier
WIS+7modifier
CHA+7modifier
Saving Throws

Fortitude +33, Reflex +32, Will +35

Skills

Acrobatics +36, Arcana +33, Athletics +34, Deception +38, Occultism +33, Religion +35, Stealth +36

Senses

Darkvision, Truesight 60 feet Precise

Languages

Chthonian, Diabolic, Empyrean, Requian

Immunities

Death Effects, Fear Effects

Weaknesses

Holy 20

Actions & Abilities

Jaws

Attack +38

Damage: 4d12+18 Piercing, 3d6 Spirit

Claw

Attack +38

Damage: 4d8+18 Slashing, 3d6 Spirit

Telepathy 100 feet

Passive

Easy to Call

Passive

A kimenhul's level is considered 2 lower for the purpose of being conjured by the 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.

Constant Spells

Passive

All-Around Vision

Passive

Feed on Fear

Passive

The kimenhul regains 30[healing] Hit Points at the start of its turn as long as any creature is within 100 feet of it.

Reactive Strike (Special)

Reaction

If the triggering creature is frightened, the kimenhul can make two claw Strikes against the creature instead of one Strike.

Eternal Fear

2 actions

The kimenhul contorts its faces and presents itself to its enemies in a terrifying and traumatic display that causes lingering fear. Each creature within 100 feet that can observe the kimenhul must make a save.

They are then temporarily immune for 10 minutes.

Critical Success The target is unaffected.

Success The target becomes Frightened 3.

Failure The target becomes Frightened 3 and is as long as it's frightened. Even after recovering from the initial experience, the trauma is lodged in the target's mind for 1 year. Once per day, the kimenhul can communicate telepathically with the target for 1 minute as long as both creatures are on the same plane. Any time a creature under the effect of Eternal Fear is in a stressful situation (such as combat or intense social pressure), they must succeed at a check or become Frightened 2. While Eternal Fear lasts, the target always becomes fleeing as long as it's frightened, regardless of the source of the fear. The target can attempt a new saving throw each week to remove these effects, but they can otherwise be removed only by powerful magic such as .

Critical Failure As failure, but the effects are permanent and the target doesn't get to attempt a weekly save to end the effect.

Frightening Flurry

2 actions

The kimenhul makes one jaws Strike and two claw Strikes against a single target, in any order. The target becomes with a condition value equal to the number of Strikes that hit it, to a maximum of frightened 3 if all three Strikes hit.

Rend

1 action

Claw

Skip Between

1 action

The sahkil moves from the Universe to the Ethereal Plane or vice-versa. While in the Ethereal Plane, they're unable to affect anything in the Universe, and they cannot be seen by beings or abilities in the Universe, unless these have an ability that can gaze into the Ethereal Plane. While on the Material Plane the inverse is true for anything on the Ethereal Plane. A summoned sahkil can't use Skip Between.

Snatch Between

Passive

When using Skip Between, the kimenhul can bring along any creatures it has .

Unsettled Mind

Passive

Any creature affected by any of a kimenhul's mental spells or abilities becomes Stupefied 3 for the duration of that effect and for {1d4 rounds} thereafter.

Improved Grab

Free action

Spellcasting

Divine Innate

DC 42

Creature Abilities

Easy to Call. A kimenhul's level is considered 2 lower for the purpose of being conjured by the 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.

Feed on Fear. The kimenhul regains 30[healing] Hit Points at the start of its turn as long as any creature is within 100 feet of it.

Reactive Strike (Special). If the triggering creature is frightened, the kimenhul can make two claw Strikes against the creature instead of one Strike.

Eternal Fear. The kimenhul contorts its faces and presents itself to its enemies in a terrifying and traumatic display that causes lingering fear. Each creature within 100 feet that can observe the kimenhul must make a save.

They are then temporarily immune for 10 minutes.

Critical Success The target is unaffected.

Success The target becomes Frightened 3.

Failure The target becomes Frightened 3 and is as long as it's frightened. Even after recovering from the initial experience, the trauma is lodged in the target's mind for 1 year. Once per day, the kimenhul can communicate telepathically with the target for 1 minute as long as both creatures are on the same plane. Any time a creature under the effect of Eternal Fear is in a stressful situation (such as combat or intense social pressure), they must succeed at a check or become Frightened 2. While Eternal Fear lasts, the target always becomes fleeing as long as it's frightened, regardless of the source of the fear. The target can attempt a new saving throw each week to remove these effects, but they can otherwise be removed only by powerful magic such as .

Critical Failure As failure, but the effects are permanent and the target doesn't get to attempt a weekly save to end the effect.

Frightening Flurry. The kimenhul makes one jaws Strike and two claw Strikes against a single target, in any order. The target becomes with a condition value equal to the number of Strikes that hit it, to a maximum of frightened 3 if all three Strikes hit.

Rend. Claw

Skip Between. The sahkil moves from the Universe to the Ethereal Plane or vice-versa. While in the Ethereal Plane, they're unable to affect anything in the Universe, and they cannot be seen by beings or abilities in the Universe, unless these have an ability that can gaze into the Ethereal Plane. While on the Material Plane the inverse is true for anything on the Ethereal Plane. A summoned sahkil can't use Skip Between.

Snatch Between. When using Skip Between, the kimenhul can bring along any creatures it has .

Unsettled Mind. Any creature affected by any of a kimenhul's mental spells or abilities becomes Stupefied 3 for the duration of that effect and for {1d4 rounds} thereafter.

Source, license, and attribution

Source: Pathfinder Monster Core 2 (remaster-core-2026-08-10)

This product is licensed under the ORC License located at the Library of Congress at TX 9-307-067 and available online at various locations. All warranties are disclaimed as set forth therein. Attribution: Pathfinder Monster Core 2 (c) 2025, Paizo Inc.; Authors: Alexander Augunas, Jesse Benner, Joshua Birdsong, Logan Bonner, Jason Bulmahn, James Case, Jessica Catalan, John Compton, Paris Crenshaw, Adam Daigle, Katina Davis, Jesse Decker, Darrin Drader, Felix Dritz, Brian Duckwitz, Robert N. Emerson, Scott Fernandez, Eleanor Ferron, Hexe Fey, Benjamin Fields, Keith Garret, Scott Gladstein, Leo Glass, Matthew Goodall, Alice Grizzle, T.H. Gulliver, Sen H.H.S., Steve Hammond, Tim Hitchcock, Joan Hong, Vanessa Hoskins, James Jacobs, Brian R. James, Michelle Jones, TJ Kahn, Mikko Kallio, Jason Keeley, Joshua Kim, Avi Kool, John Laffan, Lyz Liddell, Luis Loza, Colm Lundberg, Ron Lundeen, Mahpiya, Philippe-Antoine Menard, Jacob W. Michaels, Patchen Mortimer, Dennis Muldoon, Andrew Mullen, Quinn Murphy, Dave Nelson, Jason Nelson, K. Tessa Newton, Tim Nightengale, Samantha Phelan, Randy Price, Stephen Radney-MacFarland, BJ Recio, Jessica Redekop, Mikhail Rekun, Patrick Renie, Alex Riggs, David N. Ross, Simone D. Sallé, Michael Sayre, David Schwartz, Mark Seifter, Chris Sims, Rodney Sloan, Shay Snow, Kendra Leigh Speedling, Amber Stewart, Jeffrey Swank, Tan Shao Han, Russ Taylor, William Thompson, Jason Tondro, Clark Valentine, Ruvaid Virk, Andrew White, Landon Winkler, and Linda Zayas-Palmer. Adaptation: Myth Meister PF2e Remaster Compendium, 2026. If you use this Adapted Licensed Material, please credit Myth Meister. The normalized rules records and rules-reference text in the Myth Meister PF2e Remaster Compendium are Adapted Licensed Material offered under the ORC License. Reserved Material in this product includes the Myth Meister name and logos, application source code, visual design and trade dress, and original campaign content. Pathfinder, Paizo, product logos, artwork, maps, trade dress, setting lore, characters, deities, locations, organizations, events, plots, and other Paizo Reserved Material are not included. Myth Meister is not affiliated with or endorsed by Paizo Inc. Expressly Designated Licensed Material: None.

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