Esipil

Esipil

Creature 1

Perception +7; darkvision

Languages Abyssal, Celestial, Infernal, Requian; telepathy (touch)

Skills Acrobatics +7, Intimidation +7, Stealth +7

Str +0, Dex +4, Con +2, Int +1, Wis +2, Cha +2

Easy to Call A sahkil’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.

AC 17; Fort +7, Ref +9, Will +5

HP 16; Immunities fear; Weaknesses good 2

Speed 30 feet

Melee jaws +9 (finesse, versatile P), Damage 1d8 slashing plus 1d4 evil and Grab

Melee claw +9 (agile, finesse), Damage 1d6 slashing plus 1d4 evil

Divine Innate Spells DC 15; 3rd 

; 2nd ; 1st  (at will); Cantrips (1st) 

Change Shape (concentrate, divine, polymorph, transmutation) The esipil transforms into a Tiny cat, dog, or other unassuming domestic animal. This doesn’t affect the esipil’s statistics, but it could change the damage type of its Strikes.

Skip Between (conjuration, divine, teleportation) The sahkil moves from the Material Plane to the Ethereal Plane or vice-versa, with the effects of 

 except that the effect has an unlimited duration and can be Dismissed. A summoned sahkil can’t use Skip Between.

Esipil

Among the least of the sahkils, esipils delight in spreading fears and uncertainty among people who live with animals that could turn on them. They generally appear to their prey as some benign creature such as a domesticated dog or cat, but once they gain trust and get their victims close, they transform into a terrifying creature that looks part dog and part worm with tendrils of viscera that the creature uses as both a tongue and a weapon.

Of all the sahkils, esipils are most likely to ingratiate themselves with mortals, sometimes serving powerful spellcasters and other times simply living among unsuspecting victims, biding their time until they strike.