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TzitzimitlCreature 19


Uncommon​Gargantuan​Electricity​Undead​Unholy​
Source Pathfinder Monster Core 2
Perception +32 (darkvision, truesight (precise) 60 feet)
Languages Aklo, Chthonian, Common, Empyrean
Skills Acrobatics +33, Arcana +37, Athletics +33, Nature +37, Occultism +37, Religion +40
Str +10, Dex +8, Con +6, Int +5, Wis +7, Cha +8

AC 43; Fort +29; Reflex +32; Will +35;
HP 390 (fast healing 15, void healing)
Speed 50 feet (fly 60 feet)
Immunities bleed, death effects, disease, electricity, paralyzed, poison, unconscious
Weaknesses Holy 15
Resistances Cold 15, Physical 15

Claw One Action +34 (+30, +26) to hit (agile, magical, reach 20) 4d12+10 Slashing + 3d8 Electricity
Eye Beam One Action +34 (+29, +24) to hit 4d12 Electricity + 10d6 Force

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

Fast Healing 15

A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.

Light to Dark Reaction (divine, void)

Trigger A creature uses an ability or spell with the vitality trait within 120 feet of the tzitzimitl


Effect The tzitzimitl inverts the energy used in the triggering ability or spell, causing it to lose the vitality trait and gain the void trait, and changing all instances of vitality energy or healing in the ability's description to void energy.

Void Healing

A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.

Drain Life

When a tzitzimitl's claw Strike deals damage to a living creature, the tzitzimitl gains 20 temporary Hit Points, and the target must succeed at a DC 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.

Effect: Drain Life

Eclipse Two Actions (cold, occult)

Effect The tzitzimitl casts darkness and drains the heat and warmth from the darkness spell's area. Each creature within the spell's area must attempt a DC 41 fortitude save.


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.


Occult Innate Spells (DC 0, +0 to hit)

Cantrips (10th Level): Detect Magic
2nd Level: Darkness (2x)
3rd Level: Haste
6th Level: Teleport (2x), Truesight (Constant)
7th Level: Eclipse Burst
9th Level: Wails of the Damned


Rituals

Create Undead


Due to their affinity for darkness and apocalyptic terror, tzitzimitls are widely feared as harbingers of death and destruction. A solar eclipse marks their arrival, and they draw strange powers of darkness and electricity from these phenomena. Some sages believe tzitzimitls to be instruments of the gods, called down to destroy worlds whose times have come, while others claim they're the undead remains of stranded exiles from a far-off civilization of spacefaring giants. Such legends are ancient and fragmented, but some tell of tzitzimitls being defeated by great heroes and sealed away—though these tales imply that the enormous undead now lie buried and waiting, soon to rampage again should their tombs be breached.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Electricity

Effects with this trait deal electricity damage. A creature with this trait has a magical connection to electricity.

Undead

Once living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don't benefit from healing vitality effects.

Unholy

Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.