Xiveri by Paladin
Large Outsider (Evil)
Hit Dice: 6d8+39 (66 hp)
Initiative: +3 (+3 Dex)
Speed: 25 ft. (5 squares)
Armor Class: 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple: +6/+18
Attack: Tentacles +13 melee (2d4 +8)
Full Attack: Tentacles +13 melee (2d4 +8) and bite +11 melee (1d8 +4) and sting +11 melee (1d6 +4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Constrict, fear aura, frightful presence, paralysis, poison
Special Qualities: Change shape, darkvision 60ft., detect evil, detect good, fast healing 4, outsider traits, spell resistance 18
Saves: Fort +11, Ref +8, Will +8
Abilities: Str 27, Dex 17, Con 23, Int 17, Wis 17, Cha 16
Skills: Hide -1, Listen +3, Spot +3
Feats: Improved Grapple,Multiattack,Toughness

Environment: Temperate,Warm land
Organization: Solitary, or Brood (2-5)
Challenge Rating: 7
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 7-12 HD (Large); 13-18 HD (Huge)
Level Adjustment: -


Xiveri are a race of outsiders whose home plane was left devastated by war, thus leaving their species searching for a new home to enact their style of predation upon others.

A Xiveri looks like a horrifying cross between a land-bound octopus resting upon green tentacles and thick-stalked flower with a red rose-like blossom that terminates in a toothy maw at the top. Xiveri have six dark eyes that encircle the stalk just below the

Combat
Xiveri tend to like to ambush their prey by appearing to be parts of the natural environment (e.g., as large flowering plants or bizarre fungi(in caverns)). Once a group of Xiveri have selected a target or targets, they will attempt to entangle the being(s) in their tentacles (which causes the entangled creature to take 2d6 poison damage per turn until the victim is freed, and applies constricting damage and possible paralysis). For a full grown Xiveri, if the victim of the attack is not rescued in four turns, the victim reaches the Xiveri's maw. For a full grown Xiveri, a tentacle may be severed by applying 25 hp damage to it.


Constrict (Ex): A creature with this special attack can crush an opponent, dealing bludgeoning damage, after making a successful grapple check. The amount of damage is given in the creature’s entry. If the creature also has the improved grab ability it deals constriction damage in addition to damage dealt by the weapon used to grab.
Fear Aura (Su): The use of this ability is a free action. The aura can freeze an opponent (such as a mummy’s despair) or function like the fear spell. Other effects are possible. A fear aura is an area effect. The descriptive text gives the size and kind of area.
Frightful Presence (Ex): This special quality makes a creature’s very presence unsettling to foes. It takes effect automatically when the creature performs some sort of dramatic action (such as charging, attacking, or snarling). Opponents within range who witness the action may become frightened or shaken. Actions required to trigger the ability are given in the creature’s descriptive text. The range is usually 30 feet, and the duration is usually 5d6 rounds. This ability affects only opponents with fewer Hit Dice or levels than the creature has. An affected opponent can resist the effects with a successful Will save (DC 10 + 1/2 frightful creature’s racial HD + frightful creature’s Cha modifier; the exact DC is given in the creature’s descriptive text). An opponent that succeeds on the saving throw is immune to that same creature’s frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect.
Paralysis (Ex): This special attack renders the victim immobile. Paralyzed creatures cannot move, speak, or take any physical actions. The creature is rooted to the spot, frozen and helpless. Paralysis works on the body, and a character can usually resist it with a Fortitude saving throw (the DC is given in the creature’s description). Unlike hold person and similar effects, a paralysis effect does not allow a new save each round. A winged creature flying in the air at the time that it is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown.
Poison (Ex): Poison attacks deal initial damage, such as ability damage (see page 305) or some other effect, to the opponent on a failed Fortitude save. Unless otherwise noted, another saving throw is required 1 minute later (regardless of the first save’s result) to avoid secondary damage. A creature’s descriptive text provides the details.A creature with a poison attack is immune to its own poison and the poison of others of its kind.The Fortitude save DC against a poison attack is equal to 10 + 1/2 poisoning creature’s racial HD + poisoning creature’s Con modifier (the exact DC is given in the creature’s descriptive text).A successful save avoids (negates) the damage.
Change Shape (Su): A creature with this special quality has the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of its own physical qualities. A creature cannot change shape to a form more than one size category smaller or larger than its original form. Changing shape results in the following changes to the creature:

  • The creature retains the type and subtype of its original form. It gains the size of its new form.
  • The creature loses the natural weapons, movement modes, and extraordinary special attacks of its original form.
  • The creature gains the natural weapons, movement modes, and extraordinary special attacks of its new form.
  • The creature retains all other special attacks and qualities of its original form, except for breath weapons and gaze attacks.
  • The creature retains the ability scores of its original form.
  • The creature retains its hit points and saves.
  • The creature retains any spellcasting ability it had in its original form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components.
  • The creature is effectively camouflaged as a creature of its new form, and gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.
    Detect Evil (Sp): This special ability duplicates the effects of a detect good spell. It can usually be cast at will.
    Detect Good (Sp): This special ability duplicates the effects of a detect good spell. It can usually be cast at will.
    Fast Healing (Ex): A creature with the fast healing special quality regains hit points at an exceptionally fast rate, usually 1 or more hit points per round, as given in the creature’s entry. Except where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached.
    Spell Resistance (Ex): A creature with spell resistance can avoid the effects of spells and spell-like abilities that directly affect it.To determine if a spell or spell-like ability works against a creature with spell resistance, the caster must make a caster level check (1d20 + caster level). If the result equals or exceeds the creature’s spell resistance, the spell works normally, although the creature is still allowed a saving throw.

    An outsider possesses the following traits (unless otherwise noted in a creature's entry).

  • Unlike most other living creatures, an outsider does not have a dual nature-its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don't work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.
  • Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish). Native outsiders breathe, eat, and sleep.

    Evil Subtype: A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned.

    Society
    Being outsiders to the normal plane, Xiveri broods do not tend to interact well with most other species, though they may make pacts to be early warning systems for evil creatures (provided the Xiveri are allowed to eat whatever they kill). Treasure or discarded armor and weapons may occasionally be found surrounding broods of Xiveri.

    Xiveri communicate in their own language (Xii) and up to two more languages as determined by the DM.

    This creature has not yet been play tested.
    This is not a kender type creature.

     



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