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Tzitzimitl

by Jamie Baty

HWR1 31
Huge Outsider (Chaotic, Evil)
Hit Dice: 16d8+128 (200 hp)
Initiative: +2 (+2 Dex)
Speed: 40 ft. (8 squares), fly 80 ft. (good)
Armour Class: 27 (-2 size, +2 Dex, +17 natural), touch 10, flat-footed 25
Base Attack/Grapple: +16/+35
Attack: Bite +25 melee (2d6 +11 and poison)
Full Attack: Bite +25 melee (2d6 +11 and poison) and 2 claw +23 melee (1d8 +5 and poison) and tail +23 melee (2d6 +5 and poison)
Space/Reach: 15 ft./10 ft.
Special Attacks: Breath weapon, constrict, frightful presence, improved grab, poison
Special Qualities: Blindsight 30ft, Damage reduction 10/epic, darkvision 60ft., fast healing 5, outsider traits, resistance to energy, spells-like abilities
Saves: Fort +18, Ref +12, Will +13
Abilities: Str 33, Dex 15, Con 27, Int 15, Wis 17, Cha 17
Skills: Balance +12, Climb +21, Concentration +28, Heal +13, Hide -6, Intimidate +13, Jump +21, Knowledge (arcana) +12, Knowledge (religion) +12, Knowledge (the planes) +12, Listen +23, Search +12, Spellcraft +22, Spot +23, Survival +23
Feats: Cleave, Flyby Attack, Improved Bull Rush, Improved Critical (bite), Multiattack, Power Attack
Environment: Dimension of Nightmares
Organisation: Solitary
Challenge Rating: 19
Treasure: None
Alignment: Always chaotic evil
Advancement: 17-32 HD (Huge); 33-48 HD (Gargantuan)
Level Adjustment: -

This fiendish creature is approximately 24 ft long. It has a head that looks much like a fiendish eagle. The head is at the end of a snake-like body which has fiendish-looking eagle wings, dragon legs, and giant's arms ending in wicked-looking claws.

These creatures are the most feared creatures in Azcan mythology, as they are the servants of death itself. Even Atzanteotl fears them. He has reached an understanding with Thanatos that the Tzitzimime will not harm his loyal Azcan followers, but any that do not enjoy that protection are fair game.

These evil creatures exist at the boundaries of the Prime Material plane and the Dimension of Nightmares. The Azcans believe that they are held at bay as long as Atzanteotl is sufficiently appeased- although what constitutes "sufficiency" is never quite certain. On the outer world, according to Atzanteotl's priests, the failure to fulfil the ritual requirements of the immortal lead to the cataclysm which extinguished the sun and allowed the Tzitzimime to descend to devour the world. Only Atzanteotl's beneficence saved the last of the Azcans and brought them to their new world. As long as he is appeased with blood sacrifice, the Tzitzimime will be held at bay.

Every Tzitzimitl has a unique look. They often combine horrid features of snakes, lizards, insects, animals, humans and nameless horrors from the Dimension of Nightmares. Each Tzitzimitl's abilities differ as much as their appearance, but they are always incredibly dangerous, even to the greatest warriors. No matter what their appearance or abilities, they have an unrelenting desire to destroy anything and everything in the Azcan world.

Combat
A Tzitzimitl is a vicious combatant. It will breathe its poison gas cloud liberally to weaken its opponents or inflict damage at range with spells, after which it will grab up to three opponents with its claws and tail, crushing them while attacking any remaining foes with its bite. If seriously threatened, it will fly off, carrying any grabbed foes with it to feast on later. It will always seek revenge, so if driven off, it will hunt down its foes and attack when least expected.

Breath Weapon (Su): A Tzitzimitl's breath weapon is a cloud of poisonous gas that fills a 20' cube. Any victims in the gas must make a fortitude save vs DC 26 (Con based) or take 2d6 Strength damage.

Constrict (Ex): A Tzitzimitl can inflict an additional 2d8 bludgeoning damage to any creature grappled with its claws or tail.

Frightful Presence (Ex): A Tzitzimitl can unsettle foes with its mere presence. The ability takes effect automatically whenever the Tzitzimitl attacks, charges, or flies overhead. Creatures within a radius of 120 feet are subject to the effect if they have fewer HD than the Tzitzimitl. A potentially affected creature that succeeds on a Will save (DC 21 Cha based) remains immune to that Tzitzimitl's frightful presence for 24 hours. On a failure, creatures with 7 or less HD become panicked for 2d6 rounds and those with 8 or more HD become shaken for 2d6 rounds. Tzitzimime ignore the frightful presence of other Tzitzimime.

Improved Grab (Ex): If a Tzitzimitl hits with its claw or tail attacks, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If the grapple succeeds, the Tzitzimitl may hold the victim and inflict constriction damage, in addition to normal damage, automatically each round.

Poison (Ex): The touch of a Tzitzimitl is deadly poisonous. Any creature hit by a Tzitzimitl's bite, claw or tail attacks must make a fortitude save vs DC 26 (Con based) or suffer 2d6 Constitution damage (both primary and secondary damage).

Blindsight (Ex): Using nonvisual senses, such as sensitivity to vibrations, keen smell, acute hearing, or echolocation, a Tzitzimitl manoeuvres and fights as well as a sighted creature. Invisibility, darkness, and most kinds of concealment are irrelevant, though the Tzitzimitl must have line of effect to a creature or object to discern that creature or object. The range is 30 ft.

Damage Reduction (Su): A Tzitzimitl has damage reduction of 10/epic.

Fast Healing (Ex): A Tzitzimitl has a fast healing rate of 5 points of damage per round.

Resistance to Energy (Ex): A Tzitzimitl has a resistance of acid 10, cold 10, fire 10, and electricity 10.

Spells: A Tzitzimitl has either cleric or sorcerer spellcasting ability equal to 1/2 its HD (the above example could either cast spells as an 8th level cleric or 8th level sorcerer).

DM's Note: These stats represent only an example of the abilities of these creatures. Feel free to liberally add or substitute abilities to suit. Some versions may have more powerful magical abilities, others may have more powerful and numerous natural attacks. The damage reduction, energy resistance, fast healing, poison and breath weapon should remain in some form or another.