Dungeons and Dragons Xill 3.5 PBP RPG

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Xill

Xill

Medium Outsider (Extraplanar)

Hit Dice:

5d8+10 (32 hp)

Initiative:

+7

Speed:

40 ft. (8 squares)

Armor Class:

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

Base Attack/Grapple:

+5/+7

Attack:

Short sword +7 melee (1d6+2/19-20) or claw +7 melee (1d4+2) or longbow +8 ranged (1d8/x3)

Full Attack:

2 short swords +5 melee (1d6+2/19-20, 1d6+1/19-20) and 2 claws +5 melee (1d4+1); or 4 claws +5 melee (1d4+2, 1d4+1); or 2 longbows +4 ranged (1d8/x3)

Space/Reach:

5 ft./5 ft.

Special Attacks:

Implant, improved grab, paralysis

Special Qualities:

Darkvision 60 ft., planewalk, spell resistance 21

Saves:

Fort +6, Ref +7, Will +5

Abilities:

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

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)

Feats:

Improved Initiative, Multiattack B, Multiweapon Fighting

Environment:

Ethereal Plane

Organization:

Solitary or gang (2-5)

Challenge Rating:

6

Treasure:

Standard

Alignment:

Always lawful evil

Advancement:

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

Level Adjustment:

+4

A xill stands 4 to 5 feet tall and weighs about 100 pounds. Xills speak Infernal.

Combat

Xills are dangerous opponents, attacking with all four limbs. More civilized ones use weapons, usually fighting with two at a time so as to leave two claws free for grab attacks. Xills typically lie in wait on the Ethereal Plane for suitable prey to happen by, then ambush it using their planewalk ability. They make full use of their Tumble skill in combat: Usually, one or two distract physically powerful enemies by attacking, then assuming a defensive stance while their fellows maneuver to advantage.

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.


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Shuth closely examines the shard and is able to discover the following: The outer layer of this life form does actually consist of a fairly thick layer of crystal which is not technically alive. Beneath the initial layer of crystal Shuth finds organic material and a network of what appears to be similar to nerve strands but these nerves are not the same as what one would find in a human, Vargr, Aslan, or any other species that Shuth is familiar with.

When dissected, Shuth is able to examine the nerve strands better and with the assistance of the autodoc he is able to run a series of diagnostics and tests which show that the nerves are very much actively sending electro-chemical signals throughout the organism. There are no organs to speak of, blood vessels, etc and it is unclear how the creature is able to generate and maintain these signals but it is clear to Shuth from testing and providing stimuli that the sample he is dealing with is aware or at least reacts to stimuli. It also appears to be growing at a fairly steady rate as the nerve strands expand and somehow continue to form a crystalline structure around themselves. It would appear that the crystalline structure is akin to a turtles shell that houses and protects the creature. While not alive per se it is a part of a living creature.

When exposed to the device that the crew crafted Shuth makes an interesting discovery in that this seems to be one of the stimuli that the creature reacts to and in fact the shift in frequencies definitely appear to be in response to the device as the creature attempts to adapt; he also notes that when the device is able to dampen whatever frequency the creature is sending out at the time this causes the creature to stop growing and in fact the nerve endings begin to deteriorate. It would seem therefore that the creature is adapting to what it perceives to be a threat by shifting frequencies. Shuth might speculate that the creature somehow converts psionic energy from its environment into building materials that allow it to grow. It may not be limited to psionic energy but this is what it appears to be feeding off of at the present time which perhaps explains mental assaults that the crew has been experiencing.

Shuth would likely speculate further that this shard, and indeed nearly any shard that breaks away from the main structure, is capable of acting completely independently of the original structure and this could be a form of asexual reproduction as the creature somehow sheds these crystallized shards which then attach to the surrounding environment and begin to grow into a new individual creature.

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