Xoxren KillianiCreature 11
Source Pathfinder Adventure Path: Hell's Destiny
Perception +24 (low light vision)
Languages Alghollthu, Azlanti, Common
Skills Deception +21, Diplomacy +21, Intimidation +21, Occultism +23, Religion +19
Str +0, Dex +1, Con +2, Int +5, Wis +2, Cha +4
AC 29; Fort +21; Reflex +20; Will +24;
HP 198
Speed 25 feet (swim 40 feet)
Dagger
+21 (+17, +13) to hit (agile, magical, thrown 10, versatile s) 2d4 Mental + 2d4+1 SlashingDagger
+21 (+17, +13) to hit (agile, finesse, magical, versatile s) 2d4 Mental + 2d4+1 SlashingVortex (aura, water)
20 feet.
While Xoxren wears the Amulet of the Slumberer, water in the area is difficult terrain for swimming creatures that don't have the water trait.
Consume Sacrifice
(death, healing, occult)Frequency once per turn
Requirements A sacrificial victim within 30 feet of Xoxren is tied to a sacrificial pillar
Effect Xoxren draws the final dregs of life from the victim. He gains 5d8 healing Hit Points and a +2 circumstance bonus to the DCs of his spells until the end of his next turn.
Unleash Tormented Psyche
Trigger Xoxren's turn begins
Requirements Xoxren is in an encounter, he Cast a Spell on his previous turn, and he isn't stupefied
Effect While his psyche is unleashed, Xoxren's damaging spells deal an additional 3d6 mental damage to one target or 1d6 mental damage to each target if there are multiple targets. Xoxren's psyche remains unleashed for 2 rounds or until he falls Unconscious. Afterward, he is Stupefied 1 for 2 rounds.
Occult Prepared Spells (DC 30, +22 to hit)
Cantrips (6th Level): Daze, Light, Shield, Telekinetic Hand, Telekinetic Projectile, Void Warp
1st Level: Bane, Command, Spirit Link
2nd Level: Invisibility, Paranoia, See the Unseen
3rd Level: Blindness, Haste
4th Level: Flicker, Vision of Death
5th Level: Slither, Synaptic Pulse
6th Level: Phantasmal Calamity, Wall of Force
Traits
A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.
AquaticAquatic creatures are at home underwater. Their bludgeoning and slashing unarmed Strikes don't take the usual –2 penalty for being underwater. Aquatic creatures can breathe water but not air.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.