Xilvirek

Level 12
Creature· chaoticUncommonLargeLegacy
AC 34
HP 215
Speed 40 ft.
Fort +26
Ref +21
Will +19
Perc +23
Size Large
Uncommon
chaoticevilfiendunholy
Weaknesses holy 10
Spells
Divine Innate Spells (DC 28, attack +20)
Languages chthonian
Senses darkvision, scent 120 ft. (imprecise)
Speeds 40 ft., swim 30 ft.
Skills athletics +25, survival +25, stealth +23, intimidation +22
Recall Knowledge religion DC 32

Attacks

Melee Jaws +25/+20/+15(magical, unarmed, unholy)
Damage: 3d10+13 piercing
Melee Claw +27/+23/+19(agile, magical, reach 10 ft., unarmed, unholy)
Damage: 2d8+13 slashing
Effect: grab
Melee Tail +25/+20/+15(magical, reach 15 ft., unholy, versatile P)
Damage: 3d6+13 bludgeoning
Effect: knockdown

Abilities

Psionic Scent (Imprecise) 120 feetinteraction

A xilvirek can sense the presence of creatures with an Intelligence of at least -3. Creatures that have silenced their thoughts through magic or other means can potentially counteract this sense at the GM's discretion.

Attack of Opportunitydefensive

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using. Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Hypnotic Stenchdefensive(aura, emotion, incapacitation, mental)

30 feet. A creature that begins its turn in the area must succeed at a DC 32 will save or become Fascinated with the xilvirek. If the creature is already fascinated by the xilvirek and fails its save, the creature is compelled to approach the xilvirek and allow itself to be Grabbed, which ends the fascination.

Disgorge Bile◆◆offensive(acid, inhaled)

The xilvirek retches a small pool of debilitating, acrid bile onto itself. All creatures within 30 feet take 4d6 acid damage as they inhale the bile's noxious fumes (DC 32 fortitude save; on a failure, the creature is Sickened 1, or Sickened 2 on a critical failure). The xilvirek can't Disgorge Bile again for 1d4 rounds.

Feasting Tentaclesoffensive

The xilvirek has two tentacles on its back that it can use to suck the life from its prey. A creature that starts its turn Grabbed by the xilvirek becomes Drained 1, and the xilvirek regains 20 healing HP. The drained value increases by 1 on each subsequent round that the creature starts its turn grabbed, but the xilvirek doesn't regain additional HP from draining the same creature more than once per day.

Graboffensive

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained Effect If used after a Strike, the monster attempts to Grapple the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty. The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.

Knockdownoffensive

Requirements The monster's last action was a successful Strike that lists Knockdown in its damage entry Effect The monster attempts to Trip the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty.

Description

Xilvireks are the result of the strange evolution that takes place in Zevgavizeb's Abyssal realm. These fiends resemble their dread demon lord and claim to be living embodiments of the Lord of Reptiles's snapping jaws.

Traits

Chaotic
Evil