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Tzitzimitl

Due to their affinity for darkness and apocalyptic terror, tzitzimitls are widely feared as harbingers of death and destruction. Some sages consider them to be instruments of the gods, called down to destroy worlds whose times have come, while others believe that tzitzimitls are exiles from a far-off civilization of spacefaring giants. The truth of their nature is likely even more disturbing.

Recall Knowledge - Undead (Religion): DC 41

TzitzimitlCreature 19

UncommonNEGargantuanElectricityUndead
Source Pathfinder #150: Broken Promises pg. 82
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 cold, death effects, disease, electricity, negative, paralyzed, poison, precision, unconscious; Resistances cold 15, fire 15, physical 15 (except bludgeoning); Weaknesses good 15
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 6d8+10 slashing plus 3d8 electricity and drain lifeRanged Single ActionSingle Action eye beam +34 [+29/+24] (range 100 feet), Effect 10d6 electricity plus 10d6 forceOccult Innate Spells DC 38; 9th teleport, wail of the banshee; 7th eclipse burst, teleport (x3); 5th abyssal plague; 4th darkness (x3); 3rd haste (x3); Cantrips (9th) detect magic; Constant (6th) true seeing
Occult 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 10.Eclipse Single ActionSingle Action (cold, occult) Requirements The tzitzimitl is within 120 feet of an active darkness spell; Effect The tzitzimitl drains the heat and warmth from the darkness spell, 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 - Additional Lore Harbingers of the End

A tzitzimitl’s arrival in a region often presages a deadly disaster or apocalyptic event.