Tzitzimitl
Enigmatic creatures of darkness, some cultures claim tzitzimitls attack and consume entire suns to “shut down worlds” in preparation for the end of days. Sages say that these creatures come from the cold, dark places between the stars, and that in the darkness of any eclipse, one can see their immense, world-darkening shadows.
Some claim ancient and forgotten deities of death and destruction created the first tzitzimitls as instruments of apocalypse, while others speculate they come from faraway worlds where immense planets teem with creatures of this scale, and that the immortal dead of these dark globes are banished to other worlds to spread devastation.
Tzitzimitls as a whole offer neither affirmation nor denial for these claims, and in fact seem to glory in such legends. Certainly, the arrival of a tzitzimitl upon a world heralds the advent of a time of great trouble, although whether or not the tzitzimitl actually presages such dark times or is the cause of them is a matter of debate. On some planets, tzitzimitls have already arrived, yet they lie dormant in ancient tombs, imprisoned ages ago by heroes who are long forgotten today.
A tzitzimitl is 50 feet tall.
- HP
- 319 (22d8+220); fast healing 15
- AC
- 35, touch 11, flat-footed 30 (+5 Dex, +24 natural, -4 size)
- Speed
- 50 ft., fly 60 ft. (good)
- Init
- +9
- Melee
- bite +26 (2d8+14 plus 3d6 electricity and energy drain), 2 claws +27 (2d6+14/19-20 plus 3d6 electricity)
- Ranged
- eye beam +17 touch (10d6 electricity and 10d6 force)
- Space
- 20 ft.
- Reach
- 20 ft.
- BAB
- +16
- CMB
- +34 (36 bull rush)
- CMD
- 49 (51 vs. bull rush)
- Fort
- +17
- Ref
- +14
- Will
- +19
- DR
- 15/bludgeoning and good
- SR
- 30
- Defensive Abilities
- channel resistance +4, light to dark
Weapons: Simple
Eclipse — Anytime a tzitzimitl casts deeper darkness, any creatures in the area of darkness when it is created take 8d6 points of cold damage (DC 31 Fortitude for half). Any creature that takes damage from this effect becomes staggered as long as it remains in the area of darkness and for 1d4 rounds after it leaves that area. The save DC is Charisma-based.
energy drain (2 levels, DC 31)
Awesome Blow, Combat Reflexes, Improved Bull Rush, Improved Critical (claw), Improved Initiative, Lightning Reflexes, Point-Blank Shot, Power Attack, Precise Shot, Vital Strike, Weapon Focus (claw)
<p class="stat-block-1"> You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.</p>
<p class="stat-block-1"> You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.</p>
<p class="stat-block-1"> When using the weapon you selected, your threat range is doubled.</p>
<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>
<p class="stat-block-1"> You get a +2 bonus on all Reflex saving throws.</p>
<p class="stat-block-1"> You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.</p>
<p class="stat-block-1"> You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.</p>
<p class="stat-block-1"> You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.</p>
<p class="stat-block-1"> When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as <i>flaming</i>), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.</p>
<p class="stat-block-1"> You gain a +1 bonus on all attack rolls you make using the selected weapon.</p>
Fly +35, Knowledge (arcana) +28, Knowledge (nature) +27, Knowledge (planes) +25, Knowledge (religion) +30, Perception +31, Sense Motive +31, Spellcraft +23, Survival +21, Use Magic Device +30
- Type
- Undead
- Alignment
- NE
- Size
- Gargantuan
- Environment
- any
- Organization
- solitary
- Treasure
- standard
- Senses
- arcane sight, darkvision 60 ft., true seeing; Perception +31
- Languages
- Abyssal, Aklo, Celestial, Common
- Source
- Bestiary 3
-
Uses feat: Combat Reflexes (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Improved Bull Rush (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Improved Critical (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Improved Initiative (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Lightning Reflexes (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Point-Blank Shot (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Power Attack (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Precise Shot (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Vital Strike (Feat)House/Core — covered by the site's Section 15.
-
Uses feat: Weapon Focus (Feat)House/Core — covered by the site's Section 15.
-
Knows spell: Arcane Sight (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Fly (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: True Seeing (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Bestow Curse (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Deeper Darkness (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Animate Dead (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Contagion (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Teleport, Greater (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Haste (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Create Undead (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Temporal Stasis (Spell)House/Core — covered by the site's Section 15.
-
Knows spell: Wail Of The Banshee (Spell)House/Core — covered by the site's Section 15.
Loading references...