Kimenhul

Pathfinder Remaster. Stats use the Pathfinder Remaster rules from Pathfinder Monster Core 2.

The Kimenhul is a Level 20 creature, with Armor Class 45 and 425 hit points. The kimenhul is a towering, many-faced sahkil that embodies the absolute dread of permanent trauma and psychological ruin.

Kimenhul, original Pathfinder 2e monster artwork by ZapGM

Stat Block

Abilities & Attacks

Armor Class: 45 (all-around vision) Telepathy 100 feet (aura, magical, mental). A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would. Easy to Call. A kimenhul's level is considered 2 lower for the purpose of being conjured by the Binding Circle 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. A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires. All-Around Vision. This monster can see in all directions simultaneously and therefore can't be flanked. Feed on Fear. The kimenhul regains 30 healing Hit Points at the start of its turn as long as any Frightened 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. Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike. Eternal Fear (2 actions) (divine, emotion, fear, incapacitation, mental). 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 DC 42 Will 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 Fleeing 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 DC 11 flat 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 Wish. 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 Frightened 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. A Rend entry lists a Strike the monster has. Requirements The monster hit the same enemy with two consecutive Strikes of the listed type in the same round. Effect The monster automatically deals that Strike's damage again to the enemy. Skip Between (1 action) (divine, teleportation). 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 Grabbed. 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. Improved Grab (free action). Trigger The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature Grabbed or Restrained. Effect If used after a Strike, the monster attempts to Grapple the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty. The monster can instead use Improved Grab as an action and choose one creature it's grabbing or restraining with an appendage that has Improved Grab to automatically extend that condition to the end of the monster's next turn.

Common Questions

How much HP does a Kimenhul have?

425 hit points.

What level is a Kimenhul?

Level 20.

What is a Kimenhul's Armor Class?

AC 45.

How fast can a Kimenhul move?

Speed 45 ft., climb 25 ft.

Use Kimenhul at your table

Original custom artwork found nowhere else on the web, free to view. Copy-paste the full stat block straight into your notes, a Word doc, or your VTT, or sign in to claim Kimenhul into a ZapGM campaign and customize it further.

License

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 including paizo.com/orclicense, azoralaw.com/orclicense, and others. All warranties are disclaimed as set forth therein.

Game mechanics on this page are based on Pathfinder Monster Core 2 © 2025 Paizo Inc. Full attribution is on zapgm.com/legal.

The game mechanics ZapGM publishes from these books remain ORC Licensed Material: you may reuse them under the ORC License.

The creature description and artwork are ZapGM Reserved Material.

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