Xill

Outsider: An outsider is at least partially composed of the essence (but not necessarily the material) of some plane other than the Material Plane.

Outsiders have darkvision.

Unlike most living creatures, an outsider does not have a dual nature — its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an outsider. A different magical effect, such as limited wish, wish, miracle, or true resurrection, is required to restore it to life. An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.

Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish). Native outsiders breathe, eat, and sleep.

Evil: Evil creatures are usually outsiders native to the evil-aligned outer planes. Evil outsiders are also called fiends. Most evil creatures also have evil alignments; however, if their alignments change, they are still considered evil creatures. Any effect that depends on alignment affects an evil creature as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. An evil creature overcomes damage reduction as if its natural weapons and any weapons it wields are evil-aligned.

Extraplanar: Extraplanar is any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. Creatures not extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane, such as the Astral Plane, the Ethereal Plane, or the Plane of Shadow.

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.

A xill never takes penalties when fighting with multiple weapons, and attacks as well with her claws as with her weapons.

A xill can shift from the Ethereal Plane to the Material Plane. Shifting from the Material Plane to the Ethereal Plane takes longer, during which time the xill is immobile. As a xill fades away, she becomes harder to hit. A xill can take a single willing or helpless creature with her when she switches planes.

A xill can lay eggs in a helpless creature. A xill’s eggs hatch in a day, at which point the young consume the host from within, inflicting damage 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 damage to the patient.

A xill can render her victim immobile. Paralyzed creatures cannot move, speak, or take any physical actions. The creature is rooted to the spot, frozen and helpless. Paralysis works on the body, and a character may resist it. Unlike hold person and similar effects, a paralysis effect does not allow a new save each round. A winged creature flying in the air at the time that it is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown.

If a xill hits with her claw, she deals normal damage and attempts to start a grapple without provoking an attack of opportunity. The xill has the option to conduct the grapple normally, or simply use the part of her body it used in the grab to hold the opponent. If she chooses to do the latter, she takes a penalty to make and maintain the grapple, but does not gain the grappled condition herself. Each successful grapple check she makes automatically deals claw damage.

Xills are good at starting and maintaining a grapple.

Grab can only be used against targets of Medium or smaller size.

They have spell resistance.

Comments

Popular posts from this blog

The Bone Field (Lamashan (X) 29th, 4712 AR)

Unearthing the Shrine (Erastus (VII) 15th, 4712 AR)

The Market Spirit, Part I (Erastus (VII) 15th, 4712 AR)