XilvirekCreature 12
Source Pathfinder #154: Siege of the Dinosaurs
Perception +23 (darkvision, psionic scent (imprecise) 120 feet)
Languages Abyssal
Skills Athletics +25, Intimidation +22, Stealth +23, Survival +25
Str +7, Dex +5, Con +6, Int +0, Wis +5, Cha +4
AC 34; Fort +26; Reflex +21; Will +19;
HP 215
Speed 40 feet (swim 30 feet)
Weaknesses Good 10, Lawful 10
Jaws +25 (+20, +15) to hit (chaotic, evil, magical) 3d10+13 Piercing
Claw +27 (+23, +19) to hit (agile, chaotic, evil, magical, reach 10) 2d8+13 Slashing
Tail +25 (+20, +15) to hit (chaotic, evil, magical, reach 15, versatile p) 3d6+13 Bludgeoning
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.
Psionic Scent (Imprecise) 120 feetA xilvirek can sense the presence of creatures with an Intelligence of at least -3. Creatures that have silenced their thoughts through magic or other means can potentially counteract this sense at the GM's discretion.
At-Will SpellsThe monster can cast its at-will spells any number of times without using up spell slots.
Attack of OpportunityTrigger 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.
Hypnotic Stench (aura, emotion, enchantment, incapacitation, mental)30 feet Aura
A creature that begins its turn in the area must succeed at a DC 32 will save or become Fascinated with the xilvirek. If the creature is already fascinated by the xilvirek and fails its save, the creature is compelled to approach the xilvirek and allow itself to be Grabbed, which ends the fascination.
Disgorge Bile (acid, inhaled)The xilvirek retches a small pool of debilitating, acrid bile onto itself. All creatures within 30 feet take 4d6 acid damage as they inhale the bile's noxious fumes (DC 32 basic fortitude save; on a failure, the creature is Sickened 1, or Sickened 2 on a critical failure). The xilvirek can't Disgorge Bile again for 1d4 rounds.
Feasting TentaclesThe xilvirek has two tentacles on its back that it can use to suck the life from its prey. A creature that starts its turn Grabbed by the xilvirek becomes Drained 1, and the xilvirek regains 20 HP. The drained value increases by 1 on each subsequent round that the creature starts its turn grabbed, but the xilvirek doesn't regain additional HP from draining the same creature more than once per day.
GrabRequirements The monster's last action was a success with a Strike that lists Grab in its damage entry, or it has a creature grabbed using this action.
Effect The monster automatically Grabs the target until the end of the monster's next turn. The creature is Grabbed by whichever body part the monster attacked with, and that body part can't be used to Strike creatures until the grab is ended. Using Grab extends the duration of the monster's Grab until the end of its next turn for all creatures grabbed by it. A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.
KnockdownRequirements The monster's last action was a success with a Strike that lists Knockdown in its damage entry.
Effect The monster knocks the target Prone.
Divine Innate Spells (DC 28, +20 to hit)
2nd Level: Darkness (At Will)
4th Level: Dimension Door (At Will)
6th Level: Teleport (Self Only)
Xilvireks are the result of the strange evolution that takes place in Zevgavizeb's Abyssal realm. These fiends resemble their dread demon lord and claim to be living embodiments of the Lord of Reptiles's snapping jaws.
Traits
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.