Size:
± Gargantuan
Type:
± Outsider
Form:
Temper:
# App:
± 1
Lair:
Diet:
Combat Dice:
± 0
Hit Points:
± 0
Attack Rank:
± 0
Passive Defense:
± 0
Active Defense:
Damage Reduction:
± 0
Role:
Ground:
± 180
Climb/Arboreal:
± 10 ft.
Flight:
± 60 ft. (good)
Swim:
± 50 ft.
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: D&D 5e
Actions/Abilities/Traits: D&D 5e
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.
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.
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
Actions/Abilities/Traits: D&D 5e
Actions/Abilities/Traits: Pathfinder 1e
Actions/Abilities/Traits: Pathfinder 1e
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.
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)
Treasure: standard
Environments
any
Actions/Abilities/Traits: Pathfinder 1e
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