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.
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 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
Actions/Abilities/Traits: Pathfinder 2e