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Due to their affinity for darkness and apocalyptic terror, tzitzimitls are widely feared as harbingers of death and destruction. A solar eclipse marks their arrivals, 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. The legends that include them 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.

Recall Knowledge - Undead (Religion): DC 41

TzitzimitlCreature 19

Source Bestiary 3 pg. 279
Perception +32; darkvision, true seeing
Languages Abyssal, Aklo, Celestial, Common
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, Ref +32, Will +35
HP 390 (fast healing 15, negative healing)
Immunities death effects, disease, electricity, negative, paralyzed, poison, precision, unconscious Weaknesses good 15; Resistances cold 15, physical 15 (except bludgeoning)
Light to Dark ReactionReaction (divine, negative) Trigger A creature uses an ability or spell with the positive 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 positive trait and gain the negative trait, and changing all instances of positive energy or healing in the ability's description to negative energy.
Speed 50 feet, fly 60 feet
Melee Single ActionSingle Action claw +34 [+30/+26] (agile, magical, reach 20 feet), Damage 4d12+10 slashing plus 3d8 electricity and drain lifeRanged Single ActionSingle Action eye beam +34 [+29/+24] (range 100 feet), Damage 4d12 electricity plus 10d6 forceOccult Innate Spells DC 38; 9th darkness (×3), teleport, wail of the banshee; 7th eclipse burst, teleport (×3); 5th abyssal plague; 4th darkness (×3); 3rd haste (×3); Cantrips (9th) detect magic; Constant (6th) true seeing
Rituals DC 38; 9th create undead, imprisonment
Drain Life 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 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.Eclipse Two ActionsTwo Actions (cold, occult) Effect 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 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.

Sidebar - Related Creatures Harbingers of the End

A tzitzimitl's arrival in a region often precedes a deadly disaster or apocalyptic event. It isn't known whether the tzitzimitl accompanies an event already fated to occur or if the undead causes such events through their own strange magic.