Evil and alien, these flame-red humanoids are a strange mix of insect and reptile, with four arms and fanged mandibles.
Xills have only one purpose: to perpetuate themselves at the expense of others. All xills are female and capable of fertilizing their own eggs, but they require living hosts as incubators. A xill injects eggs into paralyzed victims via a grotesque ovipositor behind their mandibles. They prefer phase spiders as hosts.
Xills are the scourge of the Ethereal Plane. These plane-shifters possess impressive intelligence and a totalitarian, militaristic culture all their own. They sometimes come to the Material Plane to find hosts.
Type: Evil Outsider (Xill)
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d10, Vigor d6
Skills: Athletics d10, Common Knowledge d6, Fighting d8, Intimidate d8, Notice d8, Occult d8, Shooting d8, Stealth d10, Survival d6
Pace: 7; Parry: 6 or 8 (shield); Toughness: 7 (2)
Edges: Ambidextrous, Quick, Two-Weapon Fighting
Gear: 2× short sword (Str+d6), longbow (Range 15/30/60, Damage 2d6, AP 1), medium shield.
Special Abilities:
Armor +2: Chitinous hide.
Bite: Str+d4.
Darkvision: Xills ignore penalties for Illumination up to 10”.
Extra Arms: Xills may ignore 2 points of Multi-Action penalties each turn.
Implant: As a limited action, a xill can lay a clutch of eggs in a helpless living creature. The eggs hatch in 24 hours, at which point they begin to consume the host, causing Energy Drain (Vigor) once per hour. A successful healing with Remove Disease kills all of the eggs. A Healing roll at -2 removes the eggs. Failure causes Fatigue. A critical failure causes a Wound.
Innate Powers: Major plane shift (self, Ethereal plane only).
Paralysis: Anyone Shaken or Wounded by a xill's bite must succeed at a Vigor roll or be paralyzed.
Languages: Common, Infernal.
This squat beast is as wide as it is tall. Strangely symmetrical, a xorn has three arms, three legs, three eyes, and one huge mouth. It typically grows to 8 feet in height, but older and larger specimens exist.
Xorns are outsiders from the elemental plane of Earth. They travel to Golarion’s Darklands to find and eat precious metals and gemstones. Xorns have little interest in native species, unless they happen to carry favorite meals. Xorns are known to accept bribes to avoid a fight or to provide temporary aid underground.
Xorn elders and leaders often have Class Edges. Rogue and Barbarian are most common.
Type: Neutral Outsider (Xorn)
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d10, Vigor d10
Skills: Athletics d4, Fighting d8, Intimidate d8, Notice d10, Stealth d8, Survival d8
Pace: 4; Parry: 6; Toughness: 13 (5)
Edges: Combat Reflexes, Counterattack, Iron Jaw
Special Abilities:
All-Around Vision: Xorns can see in all directions. They ignore 1 point of Gang Up bonuses.
Armor +5: Stone flesh.
Bite/Claws: Str+d6, AP 2.
Burrow (4”): Xorns can glide through any natural earth or stone as easily as a fish swims through water.
Darkvision: Xorns ignore penalties for Illumination up to 10”.
Environmental Resistance: Electricity.
Immunity: Cold, fire.
Resilient: Xorns can take one Wound before they're Incapacitated.
Size 1: Xorn can grow to 8’ tall.
Languages: Terran.