CREATURE 6
Perception +15; darkvision
Languages Aklo
Skills Acrobatics +15, Athletics +14, Deception +12, Intimidation +14, Stealth +15, Warfare Lore +12
Str +4 Dex +5 Con +3 Int +0 Wis +3 Cha +0
Items breastplate, +1 longbow (40 arrows), scimitar (2), steel shield (Hardness 5, HP 20, BT 10)
AC 24 (26 with shield raised); Fort +15, Ref +17, Will +11
HP 100
Speed 35 feet
Melee scimitar +16 (forceful, sweep), Damage 2d6+7 slashing
Melee bite +16, Damage 2d8+7 piercing plus xill paralysis
Ranged longbow +17 (deadly 1d10, magical, range 100 feet, reload 0, volley 30 feet), Damage 2d8 piercing
Occult Innate Spells DC 24; 7th plane shift (to Ethereal Plane or Material Plane only, self only)
Double Slash (flourish) The xill makes two scimitar Strikes against a single target. If both hit, combine their damage for the purpose of the target's resistances and weaknesses. The xill applies its multiple attack penalty to each strike normally.
Implant (manipulate) Requirements The xill is adjacent to a unconscious, willing, or paralyzed creature; Effect The xill implants xill eggs in the creature's flesh.
Xill Eggs (disease) The sickened condition from xill eggs doesn't improve on its own until the disease is cured or runs its course. It can be cured with a 10-minute operation that requires a successful DC 26 Medicine check and deals 4d6 slashing damage to the host Saving Throw DC 24 Fortitude; Maximum Duration 24 hours; Stage 1 infested with no ill effect (8 hours); Stage 2 sickened 1 (8 hours); Stage 3 sickened 2 (4 hours); Stage 3 sickened 2 and 2d6 persistent bleed damage as larval xills burrow out of the body and immediately fade away into the Ethereal Plane (1 hour)
Xill Paralysis (incapacitation, occult) A creature hit by the xill's bite Strike must attempt a DC 24 Fortitude save. Critical Success The creature is unaffected and is immune to xill paralysis for 1 minute.Success The creature is slowed 1 for 1 round.Failure The creature is paralyzed for 1 round.Critical Failure The creature is paralyzed. It can attempt a new save at the end of each of its turns to recover, and the save DC decreases by 1 each round.
Bestiary 2, page 299.
Open Xill in the interactive creatures list or browse all creatures starting with X.