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Tzitzimitl

Creature 19 (uncommon) — electricity, undead, unholy

CrasherAnvilLANDAERIALundeadelectricityunholyvoidcold

Due to their affinity for darkness and apocalyptic terror, tzitzimitls are widely feared as harbingers of death and destruction. A solar eclipse marks their arrival, and they draw strange powers of darkness and electricity from these phenomena. Some sages believe tzitzimitls to be instruments of the gods, called down to destroy worlds whose times have come, while others claim they're the undead remains of stranded exiles from a far-off civilization of spacefaring giants. Such legends are ancient

Source: pathfinder-monster-core-2

Perception +32; darkvision, truesight 60 feet
Languages aklo, chthonian, common, empyrean
Skills acrobatics +33, arcana +37, athletics +33, nature +37, occultism +37, religion +40
Str
+10
Dex
+8
Con
+6
Int
+5
Wis
+7
Cha
+8
AC 43 Fort +29 Ref +32 Will +35
HP 390 (fast healing 15, void healing)
Immunities bleed, death-effects, disease, electricity, paralyzed, poison, unconscious
Resistances cold 15, physical (except bludgeoning) 15
Weaknesses holy 15
Speed 50 feet, fly 60 feet

Offense

Melee Claw (agile, magical, reach-20) +34, Damage 4d12+10 slashing plus 3d8 electricity plus Drain Life
Ranged Eye Beam +34, range 100 feet, Damage 4d12 electricity plus 10d6 force

Abilities

Constant Spells — A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
Fast Healing 15 — A monster with this ability regains the given number of Hit Points each round at the beginning of its turn.
Light to Dark (divine, void) —
Void Healing — A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
Drain Life — When a tzitzimitl's claw Strike deals damage 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 4.
Eclipse (cold, occult) — 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.
Occult Innate Spells
9th Wails of the Damned
7th Eclipse Burst
6th Teleport, Teleport (×3), Truesight (Constant)
3rd Haste (×3)
2nd Darkness (×3), Darkness (×3)
Cantrips (9th) Detect Magic

WORKS WELL WITH

SnareLAND / AERIALA controller that holds a target within the claw's reach lets the tzitzimitl repeatedly drain life and stack Drained without the target escaping.
WeaverLAND / AERIALA caster that lowers Reflex saves makes the Eclipse cold blast far more punishing against a grouped party.
SniperLAND / AERIALA ranged attacker adds pressure the tzitzimitl's fast healing can't easily offset since it doesn't come from melee alone.

PUNISHES

✖ clumping✖ low Fortitude✖ sustained attrition
Avoid pairing with another high-regeneration bruiser; the party's damage-race problem is already solved once.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Monster Core 2.

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