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Xill
Size & Type (subtype):Medium-Size Outsider (Evil, Lawful)Hit Dice:5d8+10 (32)
Initiative:   +7 (+3 Dex, +4 Improved Initiative)   Speed:   40 ft.  
Armor Class:   20 (+3 Dex, +7 natural)   Attacks:   2 short swords +7 melee, 2 claws +2 melee (or 4 claws +7melee); or 1 or 2 longbows +8 ranged  
Damage:   Short sword 1d6+2, short sword 1d6+1, claw 1d4+1; claw1d4+2, or longbow 1d8   Face and Reach:   5 ft. by 5 ft./5 ft.  
Special Attacks:   Improved grab, paralysis, implant   Special Qualities:   SR 21, planewalk  
Saving Throws  Fortitude: 6  
Reflex: 7  
Will: 5  
Abilities:   Str: 15
Dex: 16
Con: 15
Int: 12
Wis: 12
Cha: 11
Skills:   Escape Artist +11, Intuit Direction +6, Listen +9, MoveSilently +11, Spot +9, Tumble +11   Feats:   Improved Initiative, Multidexterity, Multiweapon Fighting  
Climate and Terrain:   Any land and underground   Climate:   cold,temperate,warm  
Terrain:   desert,forest,hill,marsh,mountains,plains,underground   Organization:   Solitary or gang (2-5)  
Challenge Rating:   6   Challenge Rating Value:   6  
Treasure:   Standard   Alignment:   Always lawful evil  
Advancement:   6-8 HD (Medium-size); 9-15 HD (Large)  

Description:  

Combat

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 attacks.

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 advantage.

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 ability.

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 second.

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 patient.

Xill Characters

Xill clerics can choose any two of the following domains: Evil, Law, Strength, and Travel.

 

Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002