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: 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