Xills are dangerous opponents, attacking with all four limbs
at no penalty. More civilized ones use weapons, usually fighting
with two at a time so as to leave two claws free for grab
Xills typically lie in wait on the Ethereal Plane for suitable
prey to happen by, then ambush it using their planewalk ability.
They make full use of their Tumble skill in combat: Usually, one
or two distract physically powerful enemies by attacking, then
assuming a defensive stance while their fellows maneuver to
Xills seldom destroy enemies in combat but take prisoners
whenever they can, dragging them back to the Ethereal Plane and
implanting them with eggs.
Feats: A xill receives the Multiweapon Fighting feat as a
bonus feat. With its Multidexterity and Multiweapon Fighting
feats, it can attack with all its arms at no penalty as a racial
Improved Grab (Ex): To use this ability, the xill must hit
with one or more claw attacks. The grapple check has a +2 bonus
for each claw that hits. If it gets a hold and maintains it the
next round, it automatically bites the foe at that time. The bite
deals no damage but injects a paralyzing venom.
Paralysis (Ex): Those bitten by a xill must succeed at a
Fortitude save (DC 14) or be paralyzed for 1d4 hours. Barbaric
xills secrete enough venom to bite two opponents every 6 hours,
while their civilized cousins can bite only once per day.
Planewalk (Su): These planar travelers like to slip between
the folds of space to attack enemies as though from thin air.
They can cross from the Ethereal Plane with a move action but
take 2 rounds to cross back, during which time they are immobile.
As a xill fades away, it becomes harder to hit: Opponents suffer
a 20% miss chance on the first round and a 50% miss chance on the
Implant (Ex): Xills lay their eggs inside paralyzed creatures.
The young emerge about 90 days later, literally devouring the
host from inside. A remove disease spell rids a victim of the
egg, as does a successful Heal check (DC 20) by someone with that
skill. If the check fails, the healer can try again, but each
attempt (successful or not) deals 1d4 points of damage to the
Xill clerics can choose any two of the following domains:
Evil, Law, Strength, and Travel.