XilvirekCreature 12
Source Pathfinder #154: Siege of the Dinosaurs
Perception +23 (darkvision, scent (imprecise) 120 feet)
Languages Chthonian
Skills Athletics +25, Intimidation +22, Stealth +23, Survival +25
Str +7, Dex +5, Con +6, Int +0, Wis +5, Cha +4
AC 34; Fort +26; Reflex +21; Will +19;
HP 215
Speed 40 feet (swim 30 feet)
Weaknesses Holy 10
Jaws
+25 (+20, +15) to hit (magical, unarmed, unholy) 3d10+13 PiercingClaw
+27 (+23, +19) to hit (agile, magical, reach 10, unarmed, unholy) 2d8+13 SlashingTail
+25 (+20, +15) to hit (magical, reach 15, unholy, versatile p) 3d6+13 BludgeoningPsionic Scent (Imprecise) 120 feet
A xilvirek can sense the presence of creatures with an Intelligence of at least -3. Creatures that have silenced their thoughts through magic or other means can potentially counteract this sense at the GM's discretion.
Attack of Opportunity
Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
Hypnotic Stench (aura, emotion, incapacitation, mental)30 feet. A creature that begins its turn in the area must succeed at a DC 32 will save or become Fascinated with the xilvirek. If the creature is already fascinated by the xilvirek and fails its save, the creature is compelled to approach the xilvirek and allow itself to be Grabbed, which ends the fascination.
Disgorge Bile
(acid, inhaled)The xilvirek retches a small pool of debilitating, acrid bile onto itself. All creatures within 30 feet take 4d6 acid damage as they inhale the bile's noxious fumes (DC 32 fortitude save; on a failure, the creature is Sickened 1, or Sickened 2 on a critical failure). The xilvirek can't Disgorge Bile again for 1d4 rounds.
Feasting TentaclesThe xilvirek has two tentacles on its back that it can use to suck the life from its prey. A creature that starts its turn Grabbed by the xilvirek becomes Drained 1, and the xilvirek regains 20 healing HP. The drained value increases by 1 on each subsequent round that the creature starts its turn grabbed, but the xilvirek doesn't regain additional HP from draining the same creature more than once per day.
Grab
Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained
Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.
The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.
Knockdown
Requirements The monster's last action was a successful Strike that lists Knockdown in its damage entry
Effect The monster attempts to [/act trip] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty.
Divine Innate Spells (DC 28, +20 to hit)
2nd Level: Darkness (At Will)
4th Level: Dimension Door (At Will)
6th Level: Teleport (Self Only)
Xilvireks are the result of the strange evolution that takes place in Zevgavizeb's Abyssal realm. These fiends resemble their dread demon lord and claim to be living embodiments of the Lord of Reptiles's snapping jaws.
Traits
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.
FiendCreatures that hail from or have a strong connection to the unholy planes are called fiends. Fiends can survive the basic environmental effects of planes in the Outer Sphere.
UnholyEffects 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.