Monster Dossier
Tzitzimitl
Tzitzimitl is a fantasy monster entry from source B3.
Traits
uncommonnegargantuanelectricityundead
Rules & statistics
Monster Profile
Perception
32
Senses
- Name
- darkvision
- Name
- true seeing
Languages
- Languages
- abyssal
- aklo
- celestial
- common
Skills
- Acrobatics
- 33
- Arcana
- 37
- Athletics
- 33
- Nature
- 37
- Occultism
- 37
- Religion
- 40
Ability Mods
- Str
- 10
- Dex
- 8
- Con
- 6
- Int
- 5
- Wis
- 7
- Cha
- 8
Defenses
- Ac
- 43
- Saving Throws
- Fort
- 29
- Ref
- 32
- Will
- 35
- Hp
- Hp
- 390
- Abilities
- fast healing 15
- negative healing|b2
- Immunities
- cold
- death effects
- disease
- electricity
- negative
- paralyzed
- poison
- precision
- unconscious
- Weaknesses
- Amount
- 15
- Name
- good
- Resistances
- Amount
- 15
- Name
- cold
- Amount
- 15
- Name
- fire
- Amount
- 15
- Name
- physical
- Note
- except bludgeoning
Speed
- Walk
- 50
- Fly
- 60
Attacks
- Range
- Melee
- Name
- claw
- Attack
- 34
- Traits
- agile
- magical
- reach
- Effects
- drain life
- Damage
- 4d12+10 slashing plus 3d8 electricity and drain life
- Types
- electricity
- slashing
- Range
- Ranged
- Name
- eye beam
- Attack
- 34
- Traits
- range
- Damage
- 4d12 electricity plus 10d6 force
- Types
- electricity
- force
Spellcasting
- Type
- Innate
- Tradition
- occult
- DC
- 38
- Entry
- 0
- Level
- 9
- Spells
- Name
- detect magic
- 3
- Spells
- Name
- haste
- Amount
- 3
- 4
- Spells
- Name
- darkness
- Amount
- 3
- 5
- Spells
- Name
- Abyssal plague
- 7
- Spells
- Name
- eclipse burst
- Name
- teleport
- Amount
- 3
- 9
- Spells
- Name
- darkness
- Amount
- 3
- Name
- teleport
- Name
- wail of the banshee
- Constant
- 6
- Spells
- Name
- true seeing
Abilities
- Mid
- Activity
- Number
- 1
- Unit
- reaction
- Traits
- divine
- negative
- Trigger
- A creature uses an ability or spell with the positive trait within 120 feet of the tzitzimitl
- Entries
- The tzitzimitl inverts the energy used in the triggering ability or spell, causing it to lose the positive trait and gain the negative trait, and changing all instances of positive energy or healing in the ability's description to negative energy.
- Name
- Light to Dark
- Bot
- Entries
- When a tzitzimitl's claw Strike deals damages to a living creature, the tzitzimitl gains 20 temporary Hit Points, and the target must succeed at a 41 Fortitude save or become drained 2.
- Further damage dealt by a tzitzimitl's claw Strike increases the value of the drained condition by 2 on a failed save, to a maximum of drained 4.
- Name
- Drain Life
- Activity
- Number
- 2
- Unit
- action
- Traits
- cold
- occult
- Entries
- The tzitzimitl casts darkness and drains the heat and warmth from the darkness spell's area, and each creature within the spell's area must attempt a 41 Fortitude save.
- Type
- successDegree
- Entries
- Critical Success
- The creature takes 4d8 cold damage.
- Success
- The creature takes 8d8 cold damage and is slowed 1 for 1 round.
- Failure
- The creature takes 16d8 cold damage and is slowed 1 for 1 minute.
- Critical Failure
- The creature takes 16d8 cold damage, is slowed 2 for 1 minute, and is doomed 1.
- Name
- Eclipse
Background
Lore
No lore provided.