Xill (CR 8/MR 3)

Mythic Xill (CR 8/MR 3)
XP 3,200
Pathfinder Roleplaying Game Bestiary
LE Medium outsider (evil, extraplanar, mythic)
Init +11MF; Senses darkvision 60 ft.; Perception +13


AC 24, touch 14, flat-footed 20 (+4 Dex, +8 natural, +2 shield)
hp 97 (9d10+48)
Fort +8, Ref +10, Will +6
Defensive Abilities DR 5/epic; SR 19


Speed 40 ft.
Melee 2 mwk short swords +15/+15/+10 (1d6+4/19–20), claw +14 (1d4+4 plus grab), bite +8 (1d3+2 plus paralysis), or 4 claws +14 (1d4+4 plus grab), bite +13 (1d3+4 plus paralysis)
Ranged 2 mwk longbows +14 (1d8+3/x3)
Special Attacks abductor snatchMA, armored ovipositorMA, implant, mythic power (3/day, surge +1d6), otherworldly coordinationMA, paralysis (1d4 hours, DC 16)


Str 19, Dex 18, Con 14, Int 15, Wis 12, Cha 11
Base Atk +9; CMB +13 (+17 grapple); CMD 27
Feats Combat ReflexesMF, Improved InitiativeMF, Iron Will, Outflank, Weapon Focus (claw, short sword)
Skills Acrobatics +16, Bluff +12, Intimidate +12, Knowledge (arcana) +15, Knowledge (planes) +15, Perception +13, Sense Motive +13, Stealth +14
Languages Common, Infernal
SQ multiweapon mastery, planewalk


Environment any (Ethereal Plane)
Organization solitary, pair, or gang (3–6)
Treasure standard (heavy steel shield, 2 masterwork short swords, 2 masterwork composite longbows [+3 Str] with 40 arrows, other treasure)

Special Abilities

Abductor Snatch (Ex) A mythic xill can expend a use of its mythic power to use its planewalk ability with an unwilling, non-helpless creature. The creature can avoid the abduction with a DC 14 Will Save. The mythic xill must be grappling its target to use this ability. The save DC is Charisma-based.

Armored Ovipositor (Ex) A mythic xill can use its implant ability on any creature, helpless or not, when it begins its turn with a creature grappled.

Implant (Ex) As a standard action, a mythic xill can lay 2d6 eggs in a helpless creature. A mythic 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. The young of mythic xill are normal xill. 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.

Otherworldly Coordination (Ex) When a mythic xill threatens a target that is also threatened by at least one other enemy, the mythic xill treats that target as flanked regardless of the position of the xill and other enemies of the target. In addition, a mythic xill gains Outflank as a bonus feat, and as a swift action a mythic xill can gain the use of one of the following teamwork feats for 1 minute in place of Outflank: Coordinated Defense, Coordinated Maneuvers, Pack Attack, and Shield Wall. A mythic xill need not meet the prerequisites for feats it gains in this fashion. A mythic xill may expend a use of its mythic power to grant allies within 30 ft. any teamwork it possesses as per the Cavalier’s Tactician ability.

Multiweapon Mastery (Ex) A mythic xill never takes penalties to an attack roll when fighting with multiple weapons, and treats claws as primary attacks even when also wielding weapons.

Phase Warrior (Su) A mythic xill may expend a use of its mythic power to enter a phased state where it is suspended between the Ethereal and Material planes. This ability functions like the blink spell (caster level 9th), but the mythic xill may end the effect by fully entering either plane as a move action. While in the phased state, a mythic xill can attack creatures in either plane normally and deals full damage to incorporeal creatures, as if its natural weapons and any weapons it wields had the ghost touch property. It may not bring creatures with it into the phased state.

Planewalk (Ex) A mythic 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 mythic xill is immobile. As a mythic 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 mythic xill can take a single willing or helpless creature with it when it switches planes.

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