Tzitzimitl

Creature 19
  • uncommon
  • Gargantuan
  • electricity
  • undead
  • unholy
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

Constant Spells

AC
43; Fort +29, Ref +32, Will +35
HP
390, fast healing 15, void healing; Immunities bleed, death effects, disease, electricity, paralyzed, poison, unconscious; Weaknesses holy 15; Resistances cold 15, physical 15 (except bludgeoning)

Fast Healing 15

Light to Dark ⟲ (divine, void) Trigger A creature uses an ability or spell with the vitality trait within 120 feet of the tzitzimitl

Effect The tzitzimitl inverts the energy used in the triggering ability or spell, causing it to lose the vitality trait and gain the void trait, and changing all instances of vitality energy or healing in the ability's description to void energy.

Void Healing

Speed
50 feet, fly 60 feet

Melee ◆ claw +34 (agile, magical, reach 20 feet), Damage 4d12+10 slashing plus 3d8 electricity plus Drain Life

Ranged ◆ eye beam +34, Damage 4d12 electricity plus 10d6 force

Occult Innate Spells 9th wails of the damned, teleport, darkness; 7th eclipse burst, teleport; 4th darkness; 3rd haste; Cantrips (1st) detect magic; Constant (6th) truesight

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.

Effect: Drain Life

Eclipse ◆◆ (cold, occult) Effect The tzitzimitl casts darkness and drains the heat and warmth from the darkness spell's area. 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.

Source: Pathfinder Monster Core 2

Running this fight? Add the tzitzimitl to the initiative tracker: type its name and the AC, hit points and Perception for initiative fill in, and the book button shows this stat block mid-fight.

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