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XillCreature 6


UncommonLEMediumAberrationEthereal
Source Pathfinder Bestiary 2
Perception +15 (darkvision)
Languages Aklo
Skills Acrobatics +15, Athletics +14, Deception +12, Intimidation +14, Stealth +15, Lore +12
Str +4, Dex +5, Con +3, Int +0, Wis +3, Cha +0

AC 24; Fort +15; Reflex +17; Will +11;
HP 100
Speed 35 feet

Scimitar One Action +16 (+11, +6) to hit (forceful, sweep) 2d6+7 Slashing
Bite One Action +16 (+11, +6) to hit 2d8+7 Piercing
Longbow One Action +17 (+12, +7) to hit (deadly d10, magical, range increment 100, reload 0, volley 30) 2d8 Piercing

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.

Attack of Opportunity Reaction

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.

Shield Block Reaction

Trigger The monster has its shield raised and takes damage from a physical attack.


Effect The monster snaps its shield into place to deflect a blow. The shield prevents the monster from taking an amount of damage up to the shield's Hardness. The monster and the shield each take any remaining damage, possibly breaking or destroying the shield.

Double Slash One Action (flourish)

The xill makes two scimitar Strikes against a single target. If both hit, combine their damage for the purpose of the target's resistances and weaknesses. The xill applies its multiple attack penalty to each strike normally.

Implant Two Actions (manipulate)

Requirements The xill is adjacent to a Unconscious, willing, or Paralyzed creature


Effect The xill implants xill eggs in the creature's flesh.

Xill Eggs (disease)

The Sickened condition from xill eggs doesn't improve on its own until the disease is cured or runs its course. It can be cured with a 10-minute operation that requires a successful DC 26 medicine check and deals 4d6 slashing damage to the host

Saving Throw DC 24 fortitude

Maximum Duration 24 hours

Stage 1 infested with no ill effect (8 hours)

Stage 2 Sickened 1 (8 hours)

Stage 3 Sickened 2 (4 hours)

Stage 4 Sickened 2 and 2d6 Persistent Bleed Damage as larval xills burrow out of the body and immediately fade away into the Ethereal Plane (1 hour)

Xill Paralysis (incapacitation, occult)

A creature hit by the xill's bite Strike must attempt a DC 24 fortitude save.


Critical Success The creature is unaffected and is immune to xill paralysis for 1 minute.

Success The creature is Slowed 1 for 1 round.

Failure The creature is Paralyzed for 1 round.

Critical Failure The creature is paralyzed. It can attempt a new save at the end of each of its turns to recover, and the save DC decreases by 1 each round.


Occult Innate Spells (DC 24, +14 to hit)

7th Level: Plane Shift (To Ethereal Plane or Material Plane only) (Self only)


Xills visit the Material Plane, where they're often known as ethereal stalkers, primarily to maraud and to kidnap creatures back to their native Ethereal Plane. These four-armed, warmongering monsters paralyze their victims before implanting them with eggs using an ovipositor normally kept retracted behind their mandibles. Their single-minded drive to expand and conquer is so all-encompassing that while they work together dutifully and without dissent, there is little else in their lives.


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.