KING
Xill

Xill

Aberration · Crown of Domination

T3d8Minor

Planar parasites laying eggs in paralyzed victims, xill teleport to hunt, their four arms wielding weapons with deadly precision.

Tier 3  ·  Role Minor  ·  Pool Vigor 3 (+3 overflow)  ·  AC 13  ·  ATK +4  ·  Save DC 15  ·  Dmg 3 (flat)

AC1313 base
Vigor3Tier, plus 3 overflow. Flees at 0, dies at 6 total damage
Move30 ft
Initiatived8rerolled each round
Attack+4d20 + bonus vs AC, two a turn
Damage3flat, crit d8, floored at 3
Save DC15Tier 3 DC
Crit20natural 20 only
StatScoreModDie
Body16--
Mind16--
Sense16--
Heart8--
Cunning18--
Fate16--

A Minor has no attribute mechanics: the scores describe the creature, they do not roll.

Passives

Passive

Ethereal Sight

Sees into the Ethereal Plane within 60 ft.

Passive

Paralytic Venom

A creature the xill hits with its bite makes a Body save (DC 15) or is stunned 1 round.

Maneuvers

Maneuver

Ethereal Jaunt

Shifts to the Ethereal Plane or back. While ethereal it can drag one creature it has grabbed along with it.

Maneuver

Implant

Lays eggs in a stunned or helpless creature. The victim feels only a pinch; the eggs hatch in 24 hours and the larvae deal 3 damage as they emerge. Cutting them out or Remove Curse purges the eggs.

Tactics

GM tactics

Ethereal Jaunts into combat, attacks, then shifts out before retaliation. Stuns targets with its bite, then Implants eggs. Grabs dangerous opponents and drags them along an Ethereal Jaunt to strand them alone. Retreats ethereally if badly wounded.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 3, then 3 more. Neither half regenerates.
  • A hit deals a flat 3, no roll. A crit (natural 20 only) rolls d8 and never lands below 3.
  • Crits on a natural 20 only.
  • Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
  • At 0 Vigor it breaks and flees, out of the fight but alive; Fanatics fight on into the overflow instead.
  • Total damage reaching 6 kills it outright, and a single blow of 6 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Two attacks in a normal turn: Tier 3+ Minors get a second.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.