Xerfilstyx CR
15
Always LE Large outsider (baatezu, evil, extraplanar, lawful)
Init
+5;
Senses
see in darkness; Listen +17, Spot +17
Aura
fear (20 ft., DC 22)
Languages
Celestial, Common, Draconic, Infernal; telepathy
100 ft.
AC
32, touch 10, flat-footed 31
(–1 size, +1 Dex, +22 natural)
hp
172 (15 HD); fast healing 5;
DR
10/good or silver
Immune
cold, fire, poison
Resist
acid 10;
SR
22
Fort
+16 ,
Ref
+10 ,
Will
+8
Speed
50 ft. (10 squares), fly 60 ft. (poor), swim 50 ft.
Melee
2 claws each +24 (1d6+9) and
bite +22 (1d8+4) and
tail +21 (1d8+4) and
gore +21 (1d8+4) or
Melee
gore +23 (1d8+13 plus 2d6) with Powerful Charge*
*Includes +2 attack bonus for charging
Space
10 ft.;
Reach
10 ft.
Base Atk
+15;
Grp
+28
Atk Options
Power Attack, blood drain, improved grab, toss
Special Actions
breath weapon,
summon baatezu
Spell-Like Abilities
(CL 15th):
At will—
confusion
(DC 19),
dispel magic, hold person
(DC
17 ),
greater teleport
(self plus 50 pounds of objects
only),
wall of ice
3/day —
cone of cold
(DC 20),
ice storm, legend lore
1/d a y —
insanity
(DC 22),
power word blind
Abilities
Str 28, Dex 12, Con 25, Int 16, Wis 9, Cha 21
SA
blood drain, breath weapon, fear aura, improved grab,
toss
SQ
Styxborn
Feats
Improved Initiative, Multiattack, Power Attack, Powerful
Charge*, Weapon Focus (bite), Weapon Focus (claw)
* See page 125
Skills
Bluff +23, Concentration +25, Diplomacy +7, Disguise
+5 (+7 acting), Hide +15*, Intimidate +7, Knowledge
(arcana) +21, Knowledge (the planes) +21, Listen +17,
Move Silently +19, Search +21, Spellcraft +23, Spot +17,
Survival –1 (+1 on other planes or to follow tracks),
Swim +35
*While submerged in water, a xerfilstyx has a +10
circumstance bonus on Hide checks.
Advancement
16–30 HD (Large); 31–45 HD (Huge)
Blood Drain (Ex)
A xerfilstyx drains blood from a grappled
opponent, dealing 1d6 points of Constitution damage
each round it maintains the hold. This ability does
not affect elementals, plants, or creatures that lack a
Constitution score.
Breath Weapon (Ex)
50-foot cone, damage 15d8 (Reflex DC
24 half ) and 1d6 Intelligence (Will DC 24 negates). Once
a xerfilstyx uses this ability, it must deal at least 6 points
of Constitution damage with its blood drain before using
it again.
Fear Aura (Su)
At the end of each of a xerfilstyx's turns,
creatures within 20 feet of it must succeed on a DC 22
Will save or be panicked for 10 rounds. The save DC is
Charisma-based.
A creature that successfully saves cannot be affected
again by that same xerfilstyx's aura for 24 hours. Baatezu
are immune to the aura.
Improved Grab (Ex)
To use this ability, a xerfilstyx must
hit an opponent of any size with a tail attack. It can
then attempt to start a grapple as a free action without
provoking attacks of opportunity.
Styxborn (Ex)
Xerfilstyxes are immune to the effects of the
River Styx.
Summon Baatezu (Sp)
Once per day, a xerfilstyx can attempt
to summon another xerfilstyx with a 50% chance of
success. This ability is the equivalent of a 7th-level spell
(CL 15th).
Toss (E x)
If a xerfilstyx charges and hits a Medium or smaller
opponent with one of its attacks, it can make a trip
attempt as a free action without provoking attacks of
opportunity. If it succeeds in tripping its opponent,
it flings the opponent into the air, dropping it 1d6
squares away in a random direction. Creatures so
affected take 1d6 points of falling damage.