Library / Bestiary

Xill

CR 6.00 Outsider LE Medium
This flame-red humanoid appears to be a strange mix of insect and reptile, with four arms and twitching, fanged mandibles.

Xills are the scourge of the Ethereal Plane, conquering everything in their paths with only one purpose: to perpetuate their race at the expense of others. All xills are female and capable of fertilizing their own eggs, but require living hosts to incubate these eggs, which they inject into paralyzed victims by means of a grotesque ovipositor normally kept retracted behind their mandibles. Evil and alien, the plane-shifting xills possess impressive intelligence and a totalitarian, militaristic culture all their own. Though they see most other life forms as incubators, they particularly prize phase spiders for this purpose.

STR
17
DEX
18
CON
14
INT
15
WIS
12
CHA
11
HP
67 (9d10+18)
AC
21, touch 14, flat-footed 17 (+4 Dex, +5 natural, +2 shield)
Speed
40 ft.
Init
+8
Melee
short swords +13/+13/+8 (1d6+3/19-20), claw +13 (1d4+3 plus grab), bite +7 (1d3+1 plus paralysis), or 4 claws +13 (1d4+3 plus grab), bite +12 (1d3+3 plus paralysis)
Ranged
2 longbows +13 (1d8/×3)
BAB
+9
CMB
+12 (+16 grapple)
CMD
26
Fort
+8
Ref
+10
Will
+6
SR
17

Weapons: Martial, Simple

Implant — As a standard action, a xill can lay 2d6 eggs in a helpless creature. A xill's eggs hatch in 24 hours, at which point the young consume the host from within, inflicting 1 point of Con damage per hour per young until the host dies. The young then emerge and planewalk to the Ethereal Plane, if possible, to mature. A remove disease spell (or similar effect) rids a victim of all implanted eggs or active young, or they can be cut out one at a time with DC 20 Heal checks (each attempt takes 10 minutes). If a check fails, the healer can try again, but each attempt (successful or not) deals 1d4 points of damage to the patient.

paralysis (1d4 hours, DC 16)

Multiweapon Mastery — A xill never takes penalties to an attack roll when fighting with multiple weapons, and treats claws as primary attacks even when also wielding weapons.

Planewalk — A xill can shift from the Ethereal Plane to the Material Plane as a move action. Shifting from the Material Plane to the Ethereal Plane takes 2 consecutive full-round actions, during which time the xill is immobile. As a xill fades away, it becomes harder to hit: opponents have a 20% miss chance in the first round and a 50% miss chance in the second. A xill can take a single willing or helpless creature with it when it switches planes.

Combat Reflexes from Feat

<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 get a +4 bonus on initiative checks.</p>

Iron Will from Feat

<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>

Weapon Focus from Feat

<p class="stat-block-1"> You gain a +1 bonus on all attack rolls you make using the selected weapon.</p>

Acrobatics +16, Bluff +12, Intimidate +12, Knowledge (arcana) +14, Knowledge (planes) +14, Perception +13, Sense Motive +13, Stealth +14

Details
Type
Outsider
Alignment
LE
Size
Medium
Environment
any (Ethereal Plane)
Organization
solitary, pair, or gang (3-6)
Treasure
standard (heavy steel shield, 2 short swords, 2 longbows with 40 arrows, other treasure)
Senses
darkvision 60 ft.; Perception +13
Languages
Common, Infernal
Source
Bestiary
Sources Used in This Record
4 House/Core
  • Uses feat: Combat Reflexes (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: Iron Will (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Weapon Focus (Feat)
    House/Core — covered by the site's Section 15.
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.