Sahkil, Esipil

This creature’s stout canine torso tops a slimy mass resembling an earthworm. Disgusting veins dangle from its face.

Esipil CR 2

XP 600
NE Tiny outsider (evil, extraplanar, sahkil)
Init +7; Senses darkvision 60 ft., low-light vision; Perception +7


AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
hp 19 (3d10+3)
Fort +4, Ref +4, Will +4
DR 5/good; Immune death effects, disease, fear effects, poison; Resist cold 10, electricity 10, sonic 10


Speed 30 ft.
Melee bite +4 (1d4–1 plus grab), 2 claws +4 (1d3–1)
Special Attacks bewildering assault, grab (Small), look of fear (30 ft., DC 14), spirit touch
Spell-Like Abilities (CL 3rd; concentration +4)

At willcause fear (DC 14), mage hand
3/daymirror image
1/weekcontact other plane


Str 8, Dex 16, Con 13, Int 9, Wis 12, Cha 12
Base Atk +3; CMB +4; CMD 13
Feats Improved Initiative, Skill Focus (Intimidate)
Skills Acrobatics +9, Intimidate +10, Knowledge (planes) +5, Perception +7, Stealth +17
Languages Abyssal, Celestial, Common, Infernal; telepathy (touch)
SQ change shape (tiny cat or dog; beast shape II) easy to call, emotional focus


Bewildering Assault (Su)

If an esipil makes a successful critical hit with one of its natural attacks, the target is confused for 1 round.

Look of Fear (Su)

A creature affected by an esipil’s gaze is shaken for 1 round.


Environment any (Ethereal Plane)
Organization solitary or pack (2–12)
Treasure standard

Esipils prey upon the unease that comes from living among beasts. The civilized world has domesticated animals, but those creatures are just a step away from wild animals, and esipils make sure that humanoids who live around them remember that.

They ingratiate themselves with humanoids (particularly neutral evil spellcasters who might take them on as familiars) by acting like loving pets. They then delight in aggressive episodes, barking and snapping until called down by their masters. They return to a fawning obedience for a time—until the next inevitable outburst.

Instead of gnashing jaws, an esipil’s bite involves a lashing mass of fleshy veins and viscera that can grasp at its opponent. Esipils use this attack to distract their opponents, savaging entangled victims with their vicious claw attacks until their masters pull them away.

Although an esipil’s ability to frighten its victims is potent, it relies on its cause fear spell-like ability only when grossly outnumbered, outmatched, or greatly injured.

Esipils like to fight and scrap with nearly anything, and prefer that their victims not simply flee in terror, as they wish to savor the fear. Esipils use their telepathic abilities to harass would-be opponents into attacking them first, flinging mental taunts that are vulgar and disconcerting.

Once they engage, they are resilient and dogged fighters.

An esipil stands 1 foot tall at the shoulder, and its thin, wormlike body stretches nearly 3 feet long. An esipil weighs around 13 pounds.

Though they make unruly companions, esipils actually enjoy serving those mightier than themselves, taking pride in their masters’ power, even if they continue to snap and snarl when given commands.

A neutral evil spellcaster of at least 7th level who takes the Improved Familiar feat can select an esipil as a familiar.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Bestiary 5 © 2015, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, John Bennett, Logan Bonner, Creighton Broadhurst, Robert Brookes, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Thurston Hillman, Eric Hindley, Joe Homes, James Jacobs, Amanda Hamon Kunz, Ben McFarland, Jason Nelson, Thom Phillips, Stephen Radney-MacFarland, Alistair Rigg, Alex Riggs, David N. Ross, Wes Schneider, David Schwartz, Mark Seifter, Mike Shel, James L. Sutter, and Linda Zayas-Palmer.

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