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TzitzimitlCreature 19


UncommonNEGargantuanElectricityUndead
Source Pathfinder Bestiary 3
Perception +32 (darkvision, true seeing)
Languages Abyssal, Aklo, Celestial, Common
Skills Acrobatics +33, Arcana +37, Athletics +33, Nature +37, Occultism +37, Religion +40
Str +10, Dex +8, Con +6, Int +5, Wis +7, Cha +8

AC 43; Fort +29; Reflex +32; Will +35;
HP 390 (fast healing 15, negative healing)
Speed 50 feet (fly 60 feet)
Immunities death effects, disease, electricity, negative, paralyzed, poison, precision, unconscious
Weaknesses Good 15
Resistances Cold 15, Physical 15

Claw One Action +34 (+30, +26) to hit (agile, magical, reach 20) 4d12+10 Slashing + 3d8 Electricity
Eye Beam One Action +34 (+29, +24) to hit (range 100) 4d12 Electricity + 10d6 Force

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

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.

Fast Healing 15

A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.

Negative Healing

A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.

Light to Dark Reaction (divine, negative)

Trigger A creature uses an ability or spell with the positive trait within 120 feet of the tzitzimitl


Effect The tzitzimitl inverts the energy used in the triggering ability or spell, causing it to lose the positive trait and gain the negative trait, and changing all instances of positive energy or healing in the ability's description to negative energy.

Drain Life

When a tzitzimitl's claw Strike deals damages to a living creature, the tzitzimitl gains 20 temporary Hit Points, and the target must succeed at a DC 41 fortitude save or become Drained 2. Further damage dealt by a tzitzimitl's Claw Strike increases the value of the drained condition by 2 on a failed save, to a maximum of drained 4.

Eclipse Two Actions (cold, occult)

Effect The tzitzimitl casts Darkness and drains the heat and warmth from the Darkness spell's area, and each creature within the spell's area must attempt a DC 41 fortitude save.


Critical Success The creature takes 4d8 cold damage.

Success The creature takes 8d8 cold damage and is Slowed 1 for 1 round.

Failure The creature takes 16d8 cold damage and is Slowed 1 for 1 minute.

Critical Failure The creature takes 16d8 cold damage, is Slowed 2 for 1 minute, and is Doomed 1.


Occult Innate Spells (DC 0, +0 to hit)

Cantrips (10th Level): Detect Magic
2nd Level: Darkness (2x)
3rd Level: Haste
5th Level: Abyssal Plague
6th Level: Teleport (2x), True Seeing (Constant)
7th Level: Eclipse Burst
9th Level: Wail of the Banshee

Rituals

9th Level: Create Undead, Imprisonment


Due to their affinity for darkness and apocalyptic terror, tzitzimitls are widely feared as harbingers of death and destruction. A solar eclipse marks their arrivals, and they draw strange powers of darkness and electricity from these phenomena.

Some sages believe tzitzimitls to be instruments of the gods, called down to destroy worlds whose times have come, while others claim they're the undead remains of stranded exiles from a far-off civilization of spacefaring giants. The legends that include them are ancient and fragmented, but some tell of tzitzimitls being defeated by great heroes and sealed away-though these tales imply that the enormous undead now lie buried and waiting, soon to rampage again should their tombs be breached.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Electricity

Effects with this trait deal electricity damage. A creature with this trait has a magical connection to electricity.