Size:
Type:
Form:
Temper:
# App:
Lair:
Diet:
Combat Dice:
Hit Points:
Attack Rank:
Passive Defense:
Active Defense:
Damage Reduction:
Role:
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:

Actions/Abilities/Traits:
(D&D 5e)
Actions/Abilities/Traits: (D&D 5e)
Action
Create Specter
The oblivion wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the oblivion wraith's control. The oblivion wraith can have no more than ten specters under its control at one time.
Action
Life Drain
Melee Weapon Attack: +12 to hit, reach 10 ft., one creature. Hit: 26 (4d8 + 8) necrotic damage and 21 (6d6) cold damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Special
Chill of the Grave
The oblivion wraith radiates an aura of unnatural cold in a 60-foot radius. All creatures in this area must succeed on a DC 14 Constitution saving throw or have their speed reduced by half. A creature that touches the oblivion wraith or hits it with a melee attack while within 5 feet of it takes 10 (3d6) cold damage.
Special
Incorporeal Movement
The oblivion wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Special
Sunlight Sensitivity
While in sunlight, the oblivion wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions/Abilities/Traits:
(d20)
Actions/Abilities/Traits: (d20)
Action
claw
13 (1d4+3 plus
Action
short swords
13/+13/+8 (1d6+3/19-20)
Special (Ex)
Planewalk

Actions/Abilities/Traits:
(OSR)
Actions/Abilities/Traits: (OSR)
Special
|Aligned
Your natural weapons, as well as any weapons you wield, are treated as Evil for the purpose of resolving resistance.
Special
|Aligned
Implant A xill can lay 2d6 eggs in a helpless creature. A xill's eggs hatch in 24 hours, at which point the young consume the host from within, inflicting 1d6 Constitution damage per hour per young until the host dies. The young then emerge and planewalk to the Ethereal Plane, if possible, to mature. A remove disease spell (or similar effect) rids a victim of all implanted eggs or active young, or they can be cut out one at a time with Heal checks (each attempt takes 10 minutes). If a check fails, the healer can try again, but each attempt (successful or not) deals Multiweapon Mastery Paralysis A xill never takes penalties to an attack roll when fighting with multiple weapons, and treats claws as primary attacks even when also wielding weapons.
Special
|Aligned
Planewalk A xill can shift from the Ethereal Plane to the Material Plane as a move action. Shifting from the Material Plane to the Ethereal Plane takes 2 consecutive full-round actions, during which time the xill is immobile. As a xill fades away, it becomes harder to hit: opponents have a 20% miss chance in the first round and a 50% miss chance in 811 the second. A xill can take a single willing or helpless creature with it when it switches planes.
Special
|Aligned
You can render your victims immobile for 1d4 hours with a successful Bite attack; the victim may resist with a Paralysis save.

Actions/Abilities/Traits:
(Pathfinder 1e)
Actions/Abilities/Traits: (Pathfinder 1e)
Action
Feat 1
Combat Reflexes
Action
Feat 2
Improved Initiative
Action
Feat 3
Iron Will
Action
Feat 4
Weapon Focus (claw
Action
Feat 5
short sword)
Action
Melee 1
short swords +13/+13/+8 (1d6+3/19-20)
Action
Melee 2
claw +13 (1d4+3 plus grab)
Action
Melee 3
bite +7 (1d3+1 plus paralysis)
Action
Melee 4
or 4 claws +13 (1d4+3 plus grab)
Action
Melee 5
bite +12 (1d3+3 plus paralysis)
Action
Ranged 1
2 longbows +13 (1d8/×3)
Special
Implant (Ex)
As a standard action, a xill can lay 2d6 eggs in a helpless creature. A xill's eggs hatch in 24 hours, at which point the young consume the host from within, inflicting 1 point of Con damage per hour per young until the host dies. The young then emerge and planewalk to the Ethereal Plane, if possible, to mature. A remove disease spell (or similar effect) rids a victim of all implanted eggs or active young, or they can be cut out one at a time with DC 20 Heal checks (each attempt takes 10 minutes). If a check fails, the healer can try again, but each attempt (successful or not) deals 1d4 points of damage to the patient.
Special
Multiweapon Mastery (Ex)
A xill never takes penalties to an attack roll when fighting with multiple weapons, and treats claws as primary attacks even when also wielding weapons.
Special
Planewalk (Su)
A xill can shift from the Ethereal Plane to the Material Plane as a move action. Shifting from the Material Plane to the Ethereal Plane takes 2 consecutive full-round actions, during which time the xill is immobile. As a xill fades away, it becomes harder to hit: opponents have a 20% miss chance in the first round and a 50% miss chance in the second. A xill can take a single willing or helpless creature with it when it switches planes.

Actions/Abilities/Traits:
(Pathfinder 2e)
Actions/Abilities/Traits: (Pathfinder 2e)
Ability
Attack of Opportunity [Reaction]
Ability
Double Slash
(flourish) The xill makes two scimitar Strikes against a single target. If both hit, combine their damage for the purpose of the target's resistances and weaknesses. The xill applies its multiple attack penalty to each strike normally.
Ability
Implant
Circumstance: The xill is adjacent to a unconscious, willing, or paralyzed crea
The xill implants xill eggs in the creature's flesh.
Ability
Occult Innate Spells
DC 24; 7th plane shift (to Ethereal Plane or Material Plane only; self only)
Ability
Shield Block [Reaction]
Ability
Xill Eggs
(disease) The sickened condition from xill eggs doesn't improve on its own until the disease is cured or runs its course. It can be cured with a 10-minute operation that requires a successful DC 26 Medicine check and deals 4d6 slashing damage to the host; Saving Throw DC 24 Fortitude; Maximum Duration 24 hours; Stage 1 infested with no ill effect (8 hours); Stage 2 sickened 1 (8 hours); Stage 3 sickened 2 (4 hours); Stage 4 sickened 2 and 2d6 persistent bleed damage as larval xills burrow out of the body and immediately fade away into the Ethereal Plane (1 hour)
Ability
Xill Paralysis
(incapacitation, occult) A creature hit by the xill's bite Strike must attempt a DC 24 Fortitude save. Critical Success The creature is unaffected and is immune to xill paralysis for 1 minute. Success The creature is slowed 1 for 1 round. Failure The creature is paralyzed for 1 round. Critical Failure The creature is paralyzed. It can attempt a new save at the end of each of its turns to recover, and the save DC decreases by 1 each round.
Offense
Melee
Circumstance: combat round (melee)
scimitar +16 [+11/+6] (forceful, sweep), Damage 2d6+7 slashing
Offense
Ranged
Circumstance: combat round (ranged)
longbow +17 [+12/+7] (deadly 1d10, magical, range 100 feet, reload 0, volley 30 feet), Damage 2d8 piercing
Trait
Aberration
Aberrations are creatures from beyond the planes or corruptions of the natural order.
Trait
Ethereal
Ethereal creatures are natives of the Ethereal Plane. They can survive the basic environmental effects of the Ethereal Plane.
Item
+1 longbow (40 arrows)
breastplate
BT 10)
HP 20
scimitar (2)
steel shield (Hardness 5
Language
Aklo
Perception
darkvision