Size:
Type:
Form:
Temper:
# App:
Lair:
Diet:
Alignment: C
Hit Dice: 16 or more
AC: -2
THAC0:
Morale: 14
Saves: F15
Treasure Type: Varies
XP: 1850
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
Accursed Touch
If the tzitzimitl hits a creature with two claw attacks in the same round, as a bonus action it can cast bestow curse or contagion on that creature.
Action
Claws
Melee Weapon Attack: +12 to hit, 20 ft. reach, one target. Hit: 19 (2d12 + 6) slashing damage plus 7 (2d6) force damage and 7 (2d6) necrotic damage.
Action
Multiattack
The tzitzimitl makes four attacks with its claws.
Reaction
Eye Beam (Costs 2 Actions)
The tzitzimitl targets one creature within 120 feet that it can see. It makes a ranged attack (+19 to hit) and on a hit does 21 (6d6) force damage plus 21 (6d6) necrotic damage.
Reaction
Light to Dark (3/Day)
The tzitzimitl can convert an effect within 60 feet that does radiant damage to necrotic damage. The tzitzimitl takes no necrotic damage from the effect and instead regains a number of hit points equal to half the effect's original damage.
Reaction
Snatch
The tzitzimitl makes a claw attack against a Large or smaller target. On a hit, the target is grappled (escape DC 19). Until this grapple ends, the creature is restrained, and the tzitzimitl can't snatch another target with that claw and can only make another claw attack using that claw against the creature it grappled.
Special
1/day
create undead (as a 9th-level spell)
Special
3/day
animate dead, bestow curse, contagion, darkness
Special
Innate Spellcasting
A tzitzimitl's spell casting ability is Charisma (spell save DC 20). It can innately cast the following spells, requiring no material components:
Special
Magic Resistance
The tzitzimitl has advantage on saving throws against spells and other magical effects.

Actions/Abilities/Traits:
(d20)
Actions/Abilities/Traits: (d20)
Action
bite
26 (2d8+14 plus 3d6 electricity and

Actions/Abilities/Traits:
(OSR)
Actions/Abilities/Traits: (OSR)
Special
|Channel|Resistance|Eclipse|Energy Drain|Light to Dark
You are less easily affected by clerics or paladins. You add +4 to saves made to resist the effects of channel energy, including effects that rely on the use of channel energy.
Special
|Channel|Resistance|Eclipse|Energy Drain|Light to Dark
Anytime a tzitzimitl casts deeper darkness, any creatures in the area of darkness when it is created take 2d6 cold damage (Wand save halves). Any creature that takes damage from this effect becomes staggered as long as it remains in the area of darkness and for 1d4 rounds after it leaves that area.
Special
|Channel|Resistance|Eclipse|Energy Drain|Light to Dark
You sap a living opponent's vital energy automatically when your melee or ranged attack hits. Each successful energy drain inflicts an additional 2d6 points of necrtotic damage. If an attack that includes an energy drain scores a critical hit, it inflicts twice this reduction.
Special
|Channel|Resistance|Eclipse|Energy Drain|Light to Dark
As an immediate action up to three times per day, a tzitzimitl can convert a positive energy effect that affects it into negative energy. Doing so transforms the entire effect, such that it affects other creatures as well. A tzitzimitl can transform channeled positive energy in this way even if the positive energy would not otherwise harm it.
Action
"Varies, Spells"
Varies

Actions/Abilities/Traits:
(Pathfinder 1e)
Actions/Abilities/Traits: (Pathfinder 1e)
Action
Feat 1
Awesome Blow
Action
Feat 10
Vital Strike
Action
Feat 11
Weapon Focus (claw)
Action
Feat 2
Combat Reflexes
Action
Feat 3
Improved Bull Rush
Action
Feat 4
Improved Critical (claw)
Action
Feat 5
Improved Initiative
Action
Feat 6
Lightning Reflexes
Action
Feat 7
Point-Blank Shot
Action
Feat 8
Power Attack
Action
Feat 9
Precise Shot
Action
Melee 1
bite +26 (2d8+14 plus 3d6 electricity and energy drain)
Action
Melee 2
2 claws +27 (2d6+14/19-20 plus 3d6 electricity)
Action
Ranged 1
eye beam +17 touch (10d6 electricity and 10d6 force)
Special
1/day
create undead, temporal stasis (DC 28), wail of the banshee (DC 29)
Special
3/day
animate dead, contagion (DC 24), greater teleport, haste
Special
At will
bestow curse (DC 24), deeper darkness
Special
Constant
arcane sight, fly, true seeing
Special
Eclipse (Su)
Anytime a tzitzimitl casts deeper darkness, any creatures in the area of darkness when it is created take 8d6 points of cold damage (DC 31 Fortitude for half). Any creature that takes damage from this effect becomes staggered as long as it remains in the area of darkness and for 1d4 rounds after it leaves that area. The save DC is Charisma-based.
Special
Eye Beam (Su)
As a standard action, a tzitzimitl can fire a glowing beam of force from its eyes at a range of 100 feet as a ranged touch attack dealing 10d6 points of force damage and 10d6 points of electricity damage.
Special
Light to Dark (Su)
As an immediate action up to three times per day, a tzitzimitl can convert a positive energy effect that affects it into negative energy. Doing so transforms the entire effect, such that it affects other creatures as well. A tzitzimitl can transform channeled positive energy in this way even if the positive energy would not otherwise harm it.

Actions/Abilities/Traits:
(Pathfinder 2e)
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
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.
Ability
Eclipse
Circumstance: The tzitzimitl is within 120 feet of an active darkness spell;
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.
Ability
Immunities
death effects, disease, electricity, negative, paralyzed, poison, precision, unconscious Weaknesses good 15; Resistances cold 15, physical 15 (except bludgeoning)
Ability
Light to Dark
Circumstance: Trigger: A creature uses an ability or spell with the positive tr
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.
Ability
Light to Dark [Reaction]
Circumstance: Trigger: A creature uses an ability or spell with the positive tr
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.
Ability
Occult 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
Ability
Occult Rituals
DC 38; 9th create undead, imprisonment
Ability
Rituals
DC 38; 9th create undead, imprisonment
Offense
Melee
Circumstance: combat round (melee)
claw +34 [+30/+26] (agile, magical, reach 20 feet), Damage 6d8+10 slashing plus 3d8 electricity and drain life
Offense
Ranged
Circumstance: combat round (ranged)
eye beam +34 [+29/+24] (range 100 feet), Effect: 10d6 electricity plus 10d6 force
Trait
Electricity
Effects with this trait deal electricity damage. A creature with this trait has a magical connection to electricity.
Trait
Undead
Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don't benefit from healing effects.
Immunity
cold
death effects
disease
negative
paralyzed
poison
precision
unconscious
unconscious Weaknesses good 15
Language
Abyssal
Aklo
Celestial
Common
Perception
darkvision
true seeing
Resistance
cold 15
fire 15
physical 15 (except bludgeoning)
Weakness
good 15
These immense four-armed skeletons wear ancient priestly accoutrements, including skirts of what seem like woven light and darkness, almost like bits of space with stars and galaxies moving within. Their bony forms are suffused with eldritch fires, flaring to deadly brightness in their empty eye sockets and around their clawed hands. A tzitzimitl is 50 feet tall.
Apocalyptic Herald. Enigmatic creatures of darkness, some cultures claim tzitzimitls attack and consume entire suns to "shut down worlds" in preparation for the end of days. Sages say that these creatures come from the cold, dark places between the stars, and that in the darkness of any eclipse, one can see their immense, world-darkening shadows.
5e SRD