XillCR 6

Always LE Medium Outsider (Extraplanar)

Init +7; Senses darkvision 60 ft.; Listen +9, Spot +9

Languages Infernal

AC 20, touch 13, flat-footed 17
(+3 Dex, +7 natural)

hp 32 (5 HD)

SR 21

Fort +6, Ref +7, Will +5

Speed 40 ft.,

Melee 2 short swords +5 (1d6+2/19-20, 1d6+1/19-20) and 2 claws +5 (1d4+1); or

Melee 4 claws +5 (1d4+2, 1d4+1)

Ranged 2 longbows +4 (1d8/x3)

Space 5 ft.; Reach 5 ft.

Base Atk +5; Grp +7

Atk Options improved grab

Special Actions implant, paralysis, planewalk

Abilities Str 15, Dex 16, Con 15, Int 12, Wis 12, Cha 11

Feats Improved Initiative, Multiweapon Fighting, Multiattack

Skills Balance +13, Climb +10, Diplomacy +2, Escape Artist +11, Intimidate +8, Listen +9, Move Silently +11, Sense Motive +8, Spot +9, Tumble +11, Use Rope +3 (+5 with bindings)

Advancement 6-8 HD (Medium); 9-15 HD (Large)

Level adjustment +4

Implant (Ex) As a standard action, a xill can lay eggs inside a paralyzed creature. The young emerge about 90 days later, literally devouring the host from inside. A remove disease spell rids a victim of the egg, as does a DC 25 Heal check. If the check fails, the healer can try again, but each attempt (successful or not) deals 1d4 points of damage to the patient.

Improved Grab (Ex) To use this ability, a xill must hit with one or more claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. It receives a +2 bonus on the grapple check for each claw that hits. If it wins the grapple check and maintains the hold in the next round, it automatically bites the foe at that time. The bite deals no damage but injects a paralyzing venom.

Paralysis (Ex) Those bitten by a xill must succeed on a DC 14 Fortitude save or be paralyzed for 1d4 hours. The save DC is Constitution-based.

Planewalk (Su) These planar travelers like to slip between the folds of space to attack enemies as though from thin air. They can cross from the Ethereal Plane with a move action but take 2 rounds to cross back, during which time they are immobile. As a 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 xill can planewalk with a willing or helpless creature.